|
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
The difference between SM 2.0 and 3.0:
2.0 2.A 3.0 Shader Precision 24 24 32 Prediction of instructions no yes yes temporary registers 12 22 32 constant registers 32 32 224 dynamic control no no yes constant registers: input values of the developer dynamic control: also called Dynamic Branching - a shader can loop different parts of a shader (like repeat program part 3 while i < 6), can start a shader part if a value is ok (if i == 0 {...}) or stop the shader at any time (if pixelcolor == black --> stop) Pixel Shader programs do know the x/y position of a pixel. 3.0 shaders can load textures,and so it is possible, that some physics can be done at the GPU. (If the effect is only graphical, and not important for the game in any other way - so no influence on the game) Examples are damages at a car (sheet metal-harm) or the waves at a beach... GPU's of NV 40 series are the only ones which can mix new computed floatingpoint-pixels with pixelcolors in the gpu ram. So they are the only ones which can provide HDR fully in Hardware. X800 series emulates the HDR with Pixelshaderprograms and dynamic computed textures. (The user won't see any difference) EDIT Pics of HDR at my review of 6800 LE center
__________________
AMD Athlon XP 2600+ (Barton) /1024 MB DDR Ram - 400 Mhz - used 333 Mhz (Twinmos) / MSI K7N2 Delta ILSR (Nforce 2 Ultra 400) / Asus 6800 LE @ 16 Pipes / 160 GB HDD (Samsung, 8 MB Cache) | 507 user of gamershell.com ! |
|
|
|
|
|
|
#2 (permalink) |
|
your going to argue with me about this aren't you?
Also care to cite your source? "Previous generation graphics processors from NVIDIA didn’t support information output from the pixel shader to a few buffers simultaneously (Multiple Render Targets) and data rendering into a buffer in floating-point representation (FP Render Target). ATI RADEON “R3xx” graphics chips family supported these features from the very beginning, which made an advantageous difference from NVIDIA’s solutions." -XbitLabs |
|
|
|
|
|
|
#3 (permalink) | |
|
Quote:
sources: sorry that i forget --> PCGH and TomsHardwareGuide
__________________
AMD Athlon XP 2600+ (Barton) /1024 MB DDR Ram - 400 Mhz - used 333 Mhz (Twinmos) / MSI K7N2 Delta ILSR (Nforce 2 Ultra 400) / Asus 6800 LE @ 16 Pipes / 160 GB HDD (Samsung, 8 MB Cache) | 507 user of gamershell.com ! |
||
|
|
|
|
|
#4 (permalink) |
|
No, its not because of varied sources.
MRT allows for about same style effect, true floating point per pixel lighting. Its implemented differently though, but you can still get True HW HDR out of both of them. The thing is, Your trying to merge SM3.0 and HDR, there is no connection. Nvidia implemented HPDR/OpenEXR to manage their HDR, and also seperatly SM3.0 If you read up on SM3.0 I.E. Microsoft/nvidia's page http://www.microsoft.com/whdc/winhec/partn...l30_NVIDIA.mspx You'll see its pure performance differances. They say so themselves. HardOCP investigated it too. http://www.hardocp.com/article.html?art=NjA5 btw, "Geometry Instancing" is also supported by ATi R3xx. I remember it being mentioned on a driver readme a while back |
|
|
|
|
|
|
#5 (permalink) |
|
SM3.0 makes no visual difference for the moment. It allows the GPU to calculate very very faster than with SM2.0, but gives the same render. Now, when they release games that are fully based on the SM3.0 technology, they will be able to make new lighting and shadows and bump mapping and normal mapping that will be calculate very fast. SM3.0 permits it.
__________________
![]() MacBook Pro 15.4" glossy 1440 x 900 / Core 2 Duo 2.33ghz (T7600) / 2Go DDR2 667 / ATI mobility X1600 256Mb. / Hitachi S-ATA 160Go HD / Built-in iSight camera / Mac OS X Tiger I don't think that: "Time is a predator, that seeks us all our life..." But that : "time is a companion, who takes part of our great trip through life..." Huhuh, Star Trek Fan |
|
|
|
|
|
|
#6 (permalink) | |
|
is on the 5th circle: Wrath & Sullenness
Join Date: Aug 2004
Posts: 1,027
Hellbux: 14,705
|
Quote:
Lord of the rings: Battle for the middle earth Stalker: Shadows of Chernobyl Splinter Cell 3 Tiger Woods 2005 Vampire: Bloodlines Tiger Woods 2005 Madden 2005 Driver 3.0 Grafan Medal of Honor: Pacific Assault Patched Painkiller Not sure about HL2, but it has SM3 support And patched Far cry.
__________________
![]() AquaMark3 score: 25,495 cpu :5,956 gfx:3,242 |
|
|
|
|
|
|
#8 (permalink) |
|
I've got a 6800GT that supports it, Grimreapper. So i've got no reason to say it's teahat. But in Far cry it only gives me 10 fps more, in hl2 i'm always @ 45-60fps, in battle for the middle earth i see no bump mapping, and S.T.A.L.K.E.R. is not yet out. (please god, make stalker ship tomorow!
) Medal of honor pacific assault looks great but i can't afford it, til one month, and i want brothers in arms wishing it will have SM3.0 to run hypersmooth...I've patched Painkiller but it was given by a friend and i don't have the cd to play the patched version
__________________
![]() MacBook Pro 15.4" glossy 1440 x 900 / Core 2 Duo 2.33ghz (T7600) / 2Go DDR2 667 / ATI mobility X1600 256Mb. / Hitachi S-ATA 160Go HD / Built-in iSight camera / Mac OS X Tiger I don't think that: "Time is a predator, that seeks us all our life..." But that : "time is a companion, who takes part of our great trip through life..." Huhuh, Star Trek Fan |
|
|
|
|
|
|
#9 (permalink) |
|
is on the 5th circle: Wrath & Sullenness
Join Date: Jun 2004
Posts: 1,138
Hellbux: 14,755
|
Some effects are just a pain in the ass (not to mention slow) with ps 2.0 so they weren't used till 3.0.
If you see difference in farcry and other it's just that.
__________________
\"Of course this thread is pointless...but heck, we have to post something somewhere \" -KamisoriX Ratzinger - Die neue Panzerkampfwagen Papa ;) |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|