Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
blahblahblah said:You mean that DX 9.0 c wasn't tailored around Nvidia hardware? Hmmm...I seem to remember that Nvidia wanted to create their own DX 9 version. When Microsoft and ATI said no and created DX 9.0, Nvidia came crawling back and persuaded Microsoft to add DX 9.0c. DX 9.0c was designed by Nvidia for Nvidia hardware.
As for being outdated, thats not true. Doom 3 (an OpenGL game) uses technology equivalent to DX 8. In fact, the only equivalent DX 9 feature they use is several fragment programs for the heat haze effect in the game. You don't need to have every new DX 9 feature to make the game look good, it is about how you apply the technology to the game. I'd rather have Crytek spend their time fixing the character so they don't look like plastic than having them add SM 3.0 (if I had a 6800 card).
Also, SM 2.0 is on the NV30's and R300's and R400's. SM 3.0 is only on NV40 cards. I think the bias would be obvious if a game developer spent more time implementing SM 3.0 features than a SM 2.0 features.
Asus said:Well you see Nvidia makes their hardware 'special', just like Intel.
They create different funcitons that you have to program specificly for, or optimize for, to get that great performance that a developer desires.
ATI runs the instructions in the standard order and doesn't have the same 'special' functions that developers really have to pay attention to. Valve has stated early on that they liked that about the 9700 series.
The only thing Valve will implement that will be unique to ATI will be 3Dc compression. They will program for increased instruction length in PS2.0b and PS3.0 plus they did tons of optimizing for the FX hardware.
tranCendenZ said:? ATI is going to be using Shader Model 3.0 in the same fashion Nvidia is using it now in their next-generation. They are simply behind this gen.
Maybe, but redesigning textures and the graphic engine is going to take far longer and take a lot more time & money than writing/rewriting SM3.0 shaders.
Not really, the game developer would simply be making his engine more oriented from the future. NV50 and R520 both will use Shader Model 3.0 as well, ATI has stated this.
Asus said:You fail to understand that specifications are simply a minium, not limiting what it can actually do.
Geometry Instancing is not a min. requirement under DX9.0 but it is under DX9.0c.
That has no bearing on whether ATI's hardware can or cannot do such a function. It's the exact same as Nvidia's hardware.
There are many more improvements with the X800 hardware that Nvidia claims to be it's own. This is why ATI's hardware is just below the full DX9.0c spec.
Asus said:As far as I know, DX9.0c brought out the features for both PS2.0b and PS3.0.
I wasn't saying the exact numbers were close but the improvements and extra features over PS2.0 were there, inbetween PS3.0 and PS2.0. Developers have said the extra instruction length will be large enough in both sets for quite awhile.
ShadowFox said:I don't see Valve using SM3.
And I don't see why using SM2 would be "optimising it for ATi". I would much prefer the damn game come out three months earlier, than it have SM3 support.
You consistantly mention the Far Cry engine as being more advanced, but the fact is the 1.2 patch was pulled because it was so buggy. I certainly don't think CryTek has set a golden standard for catering to your fanbase.
Using SM2.0 but not SM3.0 would be failing to optimize for Nvidia. HL2 is already optimized for ATI, since ATI can only do SM2.x at best. Since I own a 6800GT, of course I am eager to see what programmers can do with SM3.0. Also SM3 support takes only a matter of weeks to implement.
Asus said:The 'true displacement mapping' that Nvidia's hardware supports (which is offset mapping) does not support creating the geometry for displacment but only using the information that is supplied.
That was one thing that was missing, if I remember correctly.
But even reading interviews with Tim about the Unreal 3 engine, he says they use virtual displacment mapping for large walls and areas for performance reason and then says they don't use any displacement mapping for the models as they are detailed enough with the higher poly and bump mapping.
I see displacement mapping as just a temporary solution waiting for the higher poly detailed models and textures yet it isn't implemented in any game yet. By the time it actually is supported by many games the hardware will be 'outdated'.