aeroripper
Tank
- Joined
- Jun 16, 2004
- Messages
- 1,234
- Reaction score
- 0
Is it going to use it? Just a little or extensively? I wonder if they will eventually release a patch for PS 3.0...
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
Gossoon said:I heard 3.0 was going to be an add-in later, with a patch thru steam. Just what I heard.
EDIT: Doh, too slow
KagePrototype said:PS 2.0 will only be for DX9 cards, while DX8 cards will have to settle for 1.1. I think.
Asus said:Yeah, HL2 will be released with PS2.0 support.
3.0 may come later as a patch, so they say.
I wouldn't think of PS3.0 as better but just different.
It's Nvidia's version of DX9.0 while PS2.0 is ATI's version of Pixel shader support in DX9.0.
There is only one plus I can thing of in PS3.0 that ATI may like to take advantage of in the future. The main thing Nvidia likes about it is that it's more efficent so they should beable to compete better with ATI's better shader performance in shader intensive games.
deathryuu said:wish it was 2.0 vs 3.0 but this is all i could find
Shader Model 1.1(SM)
Shader Model 3.0(SM)
Shuzer said:So deceiving, too. Considering the first shot is at minimum detail, while the second is at maximum :|
Oh well, if they had PS 2.0 and 3.0 running side by side at max detail in that scene, you'd see no discernable difference I suppose
deathryuu said:which is exactly why they did 1.1 vs 3.0 and not 2.0 vs 3.0, cuz theres almost no seeable difference between the two. but anyways getting back on topic..yes hl2 will support PS 2.0.
Kazuki_Fuse said:That Pixel Shader 3.0 pic looks exactly the same as Pixel Shader 2.0 on my computer. There's no visual difference between 2.0 and 3.0.
That's almost correct - SM (Shader Model) 3.0 does true displacement mapping which is not just a speed issue.Ahnteis said:PS3 is just faster. It doesn't add new effects.
(Allows for long instruction sets though, so may see cooler effects eventually)
Asus said:Actually, if I'm understanding what I have read correctly, Nvidia's implementation of PS3.0 in their hardware is not yet complete. What I mean to say is the version in their hardware is not the full PS3.0 which supports displacement mapping fully. Vertex Shader 3.0 is supposed to beable to create geometry from provided information and also create vertices if no addictional information is provided. Currently Nvidia's implemetation can only do the first.
I would assume later implementations, from both ATI and Nvidia, will fully support Vertex Shader 3.0.
Vertex Shader 2.0 (SM2.0) can currently do virtual displacement mapping but it isn't quiet the same. AFAIK
Arc. KiLL said:not really, if you card has enough juice to support it, i can do ps 2.0
just with less fps
Yes it will, but if your current hardware doesn't support it, the game will instead use the shader 1.x model.Will Half-Life 2 use PS 2.0?
That is correct. Only "DX9 cards" such as the Radeons 9x00 (except 9000 and 9200), or the GeForce FXs can run version 2.0 shaders.PS 2.0 will only be for DX9 cards, while DX8 cards will have to settle for 1.1. I think.
not really, if you card has enough juice to support it, i can do ps 2.0
just with less fps[/qupte]
It doesn't matter if your card has enough juice, it must be a feature directly supported on the hardware. If you have a pre-shader2.0 card, you can run 2.0 shaders, but you must first have the DirectX SDK reference drivers, and run all the graphics on your CPU, and bask in the glory of 0.10 frames per second.
PS3.0 is literally a stepup from PS2.0. While PS2.0 allowed for a lot of different math calculations, and enough data space to send in more variables, PS3.0 basically adds control structures, so it can run a bit more efficiently, if the dev codes it in, and it also adds a ridiculous amount of data that can be used in the pixel shader execution. PS3.0 IS NOT DIFFERENT, IT IS JUST AN EVOLUTION OF 2.0.I wouldn't think of PS3.0 as better but just different.
3.0 could *ALMOST* be redefined as 2.1 or 2.2, but the amount added is just a bit too much to increment the tenth's place.if there weren't a lot of differences wouldn't it be PS2.1 or 2.2 ? I haven't read up on 3.0 yet.
More data can be used, meaning more complex algorithms are possible. A lot of new math calculations are added as well, further allowing PS algos to be more complex.Whats the difference between PS 2.0 and PS 1.4?
That is correct, as it can allow for more effects not possible without exceptionally slow speeds. The texture look-up feature of vertex shader 3.0 (which allows displacement mapping) will enable a dev to have some fairly fancy effects.SM (Shader Model) 3.0 does true displacement mapping which is not just a speed issue
Vertex Shader 3.0 was never meant to be able to create new geometry. Vertex shader 4.0, for DirectX Next (ETA: 2006, don't worry if you just bought a new card) will allow for geometry generation in the shader area. Currently geometry must be created on the CPU, and sent to the video card: a nice lil' memory bottleneck.Vertex Shader 3.0 is supposed to beable to create geometry from provided information and also create vertices if no addictional information is provided.
You're thinking of PIXEL shader 2.0. Virtual displacement mapping (aka offset mapping) is a per-pixel operation, which warps the texture on an object based on the view, and creating the illusion that there is a small extrusion, as parts of a triangle are obscuring other parts of the triangle. HOWEVER, it is not a real extrusion like what is allowed in VS 3.0.Vertex Shader 2.0 (SM2.0) can currently do virtual displacement mapping but it isn't quiet the same.
We will likely see a lot of pixel shader effects being used for water, refractions (such as a prism), reflections (including little shines on an object), certain camera effects such as light blooms, shadowing, and so on.What i was really meaning is like what areas of the game will we see it?
Is it only used in the water effect or all over the game?
Ropes: Yes. Those are generated on the CPU, and sent to the video card every frame (so if you have higher memory speed between your mobo and video card, i.e. AGP 1x vs. AGP 8x, it'll run faster).They use shaders for ropes and water don't they? Will you be able to see ropes and water if you don't have a shader-supporting card?
Water: It'll probably be a simple animated texture, probably not unlike Far Cry's shaderless water, which you can see in the HardOCP shader 1.1 (actually, I think they use NO shaders) vs shader 3.0 article.
GodDAMN I hope someone reads that....
now, what's the difference between ps1 ps2 and ps3 again??