Why would PS 3.0 pics be so much more detailed than PS 2.0?

well, ps3.o uses a new technique that makes the textures pop out at you, although in reality, its just nice n flat

also, it looks damn better than the before picture because they ran the before pix on a fx 5950, which from what i hear sucks at running farcry (and on low detail, no less)

the water in the before shot does NOT look like what i get on a 9800 xt, at all
 
well, i'll see if i can take a similar pic, but that area they photo'ed was prolly specially made for the nvidia show
 
got a nice pic of stone walls that pop out like that, now how to post it

i guess i could use my clan's site, hold on i'll link you once i upload it
 
Okay someone said earlier that the SM3.0 pictures of farcry have vertex displacement maps applied.

Now SM2.0 I'm pretty sure requires SOME hardward acceleration of vertex displacement maps but ati and nv pretty didn't put any support in for it. SM3.0 has vertex texture maps so basicly they can either use that method and it has to be fully hardware accelerated.

On the matrox chip that came out this time last year they showed off their displacement map support but since ati and nv put little support in their wasn't much uptake.

So yes it prolly could be done on SM2.0 but the hardware is slower.

Next for HL2.0 they made a decision not to have any multipass shaders and also stuck to the PS2.0 profile. Now many of the PS2.0 shaders are split into multiple copies with feature check such as with or without bump mapping using microsoft FX thing compiler. Atleast one case not all the shader effect options are aviable together some you can only include certain combination this is because of the shader instruction limit and the heavy plenty for multipassing. Now if they used ps3.0 then the penalty for having some more instruction would be much less then multipass and the developers most likely would have allowed the artist to use any combination of the effects.
 
Re: Why would PS 3.0 pics be so much more detailed than PS 2

jimmyjames123 said:
Why would the PS 3.0 pics be so much more detailed than the PS 2.0 pics shown for Far Cry? Any ideas?
Which pics are you talking about? The PC Perspective ones? I haven't followed up on the thread I posted them in, but I find it almost impossible to believe the first shots used any shaders at all, let alone SM2.0.

Edit: Here's my post. The consensus is that the first shots aren't SM2.0. The pairings are misleading, IMO, but I don't know who presented them to PCPer.
 
Re: Why would PS 3.0 pics be so much more detailed than PS 2

Pete said:
jimmyjames123 said:
Why would the PS 3.0 pics be so much more detailed than the PS 2.0 pics shown for Far Cry? Any ideas?
Which pics are you talking about? The PC Perspective ones? I haven't followed up on the thread I posted them in, but I find it almost impossible to believe the first shots used any shaders at all, let alone SM2.0.

Edit: Here's my post. The consensus is that the first shots aren't SM2.0. The pairings are misleading, IMO, but I don't know who presented them to PCPer.

Agreed, those pictures are total bullshit. I've run the HL2 leak on a geforce 4ti and seen water which looks pretty much the same as in the so-called PS3.0 picture. The pictures on the left look like they have no shadig at all - no doubt they were provided nVidia, it's rather pathetic.

Any way, the effects in the PS3.0 pics are all achievable with PS2.0, I doubt Far Cry with PS3.0 will look any better at all.
 
imo the whole "sm3.0 pics" thing is misleading, as the biggest difference comes from displacement mapping, which in my understanding, is "separate part" of DX9, not part of SM3.0, right?
 
Kaotik said:
imo the whole "sm3.0 pics" thing is misleading, as the biggest difference comes from displacement mapping, which in my understanding, is "separate part" of DX9, not part of SM3.0, right?

Man, it's very hard to do displacement mapping under SM2.0, that's why you see very few (if there's any) titles using it now.
 
991060 said:
Kaotik said:
imo the whole "sm3.0 pics" thing is misleading, as the biggest difference comes from displacement mapping, which in my understanding, is "separate part" of DX9, not part of SM3.0, right?

Man, it's very hard to do displacement mapping under SM2.0, that's why you see very few (if there's any) titles using it now.

All I know is that Parhelia could do it :p (at least in the tech demos, but if I understood it right, it was never exposed in the (public) drivers as wasn't any other DX9 feature)
 
The first image is from a 5900 or 5950. The NV30 is not a true DX9 card as you can see in the first shot. A 9800 would look more like the second shot. The R3xx cards have image quality as good as and in most cases still slightly better then the 6800. Those two images are a result of Nvidia PR. They are trying to push PS3.0 since it is one of the main features of the 6800. PS3.0 is basically exactly like PS2.0 only optimized, so it typically results in higher speeds and not much else.
 
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