PS2.0b & DX9.0c

Alpha got there before me. That anti-ATi rant was as uneducated as any you can find on a fanboy forum, but it was actually "professional" work. It makes Fudo look good, because at least he's not intentionally wrong (at least, not to anywhere near that degree).
 
DeanoC said:
Bad news (if true) about ATI Geometry instancing being off on WHQL drivers (thats about 90% of all drivers in use...)

I wonder how 4.8's got WHQL'd then, since they have GI on, don't they?
 
http://www.theinquirer.net/?article=18119 said:
What that means is in your new game, Orc Blaster, you may have a model of an orc that takes up 10k for the geometry. If in the climactic battle scene, when you have 1000 orcs running up to the castle in a scene that will make this weekend's Republican convention look organized, you will have 10MB of the same orc model in memory. GI lets you have one copy and use only 10K of memory.

:?
Good that they learn about how things work before writing ...
 
Arraso said:
So I can play FarCry with PS2.0b path enabled in my NV35 card?

I hope that brings to me more performance :)

No, you can't. FarCry did not allow you to activate the 2.0b Path on a NV35.

But I have write a small piece of sofware that allow to activate it on any nVidia Chip >= NV30. But this is not enough to get more performance. The 2.0b path do not use any pp flags at all. Because of this my software allows to add pp flags to all shaders as an option. With pp flags my NV35 based card runs faster with the 2.0b patch.
 
Chalnoth said:
Ardrid said:
Ok, so there is a PS2.0b profile in DX9.0c then? And it's simply up to the game devs if they want to support that profile as opposed to just supporting PS2.0 and PS3.0, correct? Also, if there is a PS2.0b profile included, what's the deal with this:

http://www.theinquirer.net/?article=18119
You're paying attention to the Inquirer? Why?

Yes, there is certainly a PS 2.0b profile for DirectX 9.0c. It is a profile to which DX9 HLSL compiles that is tailored to R4xx hardware.

Chalnoth, please do not confound runtime and sdk.

HLSL profiles are allways part of the sdk. I can compile an shader with the 2.B profile and use it with the DX9.0b runtime and it work. The runtime only know 2.0, 2.X and 3.0. Using the 2.A or 2.B profile will give you an 2.X shader.
 
DeanoC said:
PS2.0b is certainly there in Dx9.0c but the docs forget to mention it in places...

Not only in the docs. D3DXGetPixelShaderProfile never returns 2.B because the forget it.

Because of this I am using my own version of D3DXGetPixelShaderProfile now.
 
Back
Top