jolle said:But its not related to NVs capabilites to sortof simulate 32pipes in Z passes..
Then i thought some sort of function similar to Overdrive on ATIs XT cards
and it dynamicly clocks itself higher..
but that would mean about 618Mhz on the core, from 400Mhz, and that
would be, well insane..
991060 said:Lol, man, that's the craziest idea I've heard of these days though I couldn't prove it wrong.
I'd rather tend to believe there're some sort of virtual z pipelines.
991060 said:Lol, man, that's the craziest idea I've heard of these days though I couldn't prove it wrong.
I'd rather tend to believe there're some sort of virtual z pipelines.
What Nvidia is using is the ability of the Vertex Shader model 3.0 (known as PS 3.0 or VS 3.0) where the Shader can actually render pixels as a virtual pipeline. But it can only render them without filtering information other than Point Sampling, a basic filter technique.
To get into more details, the Vertex Shader model 3.0 feature has the ability to fetch textures but you could use your VS 3.0 only where you don’t have any geometry - when you have to process just pixels. This cannot be used in modern games as you process just point sample textures.
Sort of, I guess.991060 said:Chalnoth, is this what you're suggesting?