Hanners said:I'd expect it to use the NV30 path, if only for the sake of UltraShadow support.
PaulS said:I'd be surprised if it doesn't default to the NV30 path for the extra speed (no matter how small).
991060 said:Would it be possible to add a "soft shadow" path for NV40 & R420 because of their massively increased fillrate?
Won't happen.
jvd: You forget of course that even if the nv40 is made to run by default on the nv30 path you'll still be able to use it on the ARB2 path right?
Hanners said:I'd expect it to use the NV30 path, if only for the sake of UltraShadow support.
DemoCoder said:No, the Stencil/Z only pass is several passes. One-two for each lightsource depending on technique.
I have trouble grasping why Nvidia would use that appoach if it wasnt useful in more then 1 game engine.. that is why im asking..
(As an aside - I wonder, when you buy the Doom3 'engine' - what render paths are included? IE., how much of the engine do you GET?)
jvd said:jvd: You forget of course that even if the nv40 is made to run by default on the nv30 path you'll still be able to use it on the ARB2 path right?
Yea but thats not what will be the default and benchmarked path by the majority of sites and publications
Whats the point of using a comparable path if most of the users will run the game in a non comparable path due to performance gains?Neeyik said:Well purely on the basis of comparable benchmark results, one would have to use the standard ARB2 path; just in the same way that we normally use projector shadows in Splinter Cell.