nAo said:Umh..then what about R300?
I read somewhere it doesn't have any hw truform implementation.
Or was it just a problem exposed by old drivers releases?
ciao,
Marco
Well..it's nice they called a software implementation as Truform 2.0Uttar said:For the Radeon 9700, it's just that it's useless.
Uttar
The "2.0" is due to the inclusion of displacement mapping.nAo said:Well..it's nice they called a software implementation as Truform 2.0
Ostsol said:The "2.0" is due to the inclusion of displacement mapping.nAo said:Well..it's nice they called a software implementation as Truform 2.0
I am not certain that your reasoning is correct. I am in the midst of disassembling the 3.2 Cats to see if the "non support" is a case of HW or drivers, the latter of which should be completely understandable if it is the case (disabled in drivers for performance reasons).Uttar said:Because implementing TruForm would cost transistors.
And transistors cost die space.
And die space costs money.
The Radeon 9000 is a mainstream part.
And mainstream parts are sold cheap.
So you got to be able to manufacture them cheap too.
So, the Radeon 9000 doesn't support TruForm in order to be able to sell it cheaper.
Did that answer your question?
Uttar
In ATI's .pdf extension list it says ATI_pn_triangles is "currently not" supported for the Radeon 9000 and 9700. I'm not too sure how up-to-date this is, though, since ATI's PNTriangles code sample for OpenGL works alright on the 9700. . .Reverend said:I am not certain that your reasoning is correct. I am in the midst of disassembling the 3.2 Cats to see if the "non support" is a case of HW or drivers, the latter of which should be completely understandable if it is the case (disabled in drivers for performance reasons).
Q4: What feature of the Radeon RADEONâ„¢ 8500 do you like the most? And why?
A: TRUFORMâ„¢: That's the kind of feature that developers love. There is almost nothing to do in our code and the effect is awesome. More features like that are welcome. Those features can be implemented in less than a day in an existing project, so developers are really willing to implement them.
Can you give us some examples of how Tom Clancy's Rainbow Six 3: Raven Shield takes advantage of those features?
A: Projected Textures: Characters Shadows, Blood Spots, and Bullet Holes.
TRUFORMâ„¢: Our characters use ATI's TRUFORMâ„¢ for optimal display results
It's a bit performance hit on all cards except Radeon 8500 and 9100, those two are the only ones that support hardware truform.