A previously leaked document claims the Xbox successor will support Shader Model 3.0 and beyond, which can be interpreted as some of the features we’ll see in the next version of DirectX, set to be shipped with Windows Longhorn.
The Xenon graphics architecture is a unique design that implements a superset of Direct3D version 9.0. It includes a number of important extensions, including additional compressed texture formats and a flexible tessellation engine. Xenon not only supports high-level shading language (HLSL) model 3.0 for vertex and pixel shaders but also includes advanced shader features well beyond model 3.0. For instance, shaders use 32-bit IEEE floating-point math throughout. Vertex shaders can fetch from textures, and pixel shaders can fetch from vertex streams. Xenon shaders also have the unique ability to directly access main memory, allowing techniques that have never before been possible.
Really? Amazing. I thought the Xbox was a SM1.3 machine.DaveBaumann said:XBox = SM3+
McFly said:
pc999 said:Thanks, but do you belive in TheInquirer.
) dont seems so good.it has more FX ALU's, an extra VS (IIRC) and NV30's ROPs.
pc999 said:McFly said:
Thanks, but do you belive in TheInquirer.
DaveBaumann said:XBox = SM3+
DaveBaumann said:XBox = SM3+
Sonic said:I also thought that Xbox was limited to PS !.3. Is there something about NV2A none of us know or were you simply making a typo and meant to put Xbox 2?
ultimate_end said:OK, Xbox2's "SM3.5" may possibly work with unified shader model in the underlying hardware. I guess I just made too big an assumption, that because the article was talking about coding in SM3.0, that the Xbox2 hardware would be limited to SM3.0 defined hardware.
R300-->R420-->R520
^
|
|
R400-->R500-->R600
Yes that did get me wondering, as many people expect that R520 is essentially nothing more than an R420 with full FP32 precision.DaveBaumann said:Note that I've put a line between R500 and R520 because although 520 is a heavy extension on the R300 line it will almost certiany implement quite a lot of work that has gone into R500's design.
pc999 said:Nvidia already was no shader length limitations at some time and if r400 is, originaly, to be out at the same time than 6800 it is not strange that r400/r500 is built that in mind, right
OICAspork said:pc999 said:Nvidia already was no shader length limitations at some time and if r400 is, originaly, to be out at the same time than 6800 it is not strange that r400/r500 is built that in mind, right
Since when have Nvidia been without shader length limitations