I made comparisons from the static scene playdemo shot_demo001 using both the default shader and last Humus replacement. It doesn't seem to be just an exponent problem to match the values like he kept insisting, the specular texture lookup he avoids is just different.
http://www.notveryserio.us/pix/normal1024x768uq.png original shader
http://www.notveryserio.us/pix/hack1024x768UQ.png Humus's shader replacement
http://www.notveryserio.us/pix/differences.png differences, brighter = larger differences
Viewed individually, the hack looks fine. But it's not a direct replacement. I'm highlighting 5 of the worst sections, but most of the image is affected as you can see from the 3rd link above. The brighter image with slightly different specular values to the right is the Humus hack.
animation 1 (avi) open the url in your preferred media player or right click and save as
animation 2 (avi)
animation 3 (avi)
animation 4 (avi)
animation 5 (avi)
That is in 1024x768 Ultra Quality, so texture/map compression isn't an issue, and all included images and animations are lossless PNG/uncompressed full quality.
I posted this only to counter the belief that the calculated specular value was a direct replacement for the specular texture look up. It's not because it skips a feature of the D3 engine (specular texture lookup) and that's why it shouldn't be used to compare performance. But I think it's pretty cool anyways and I don't mind that it helps 9800/x800 users.
http://www.notveryserio.us/pix/normal1024x768uq.png original shader
http://www.notveryserio.us/pix/hack1024x768UQ.png Humus's shader replacement
http://www.notveryserio.us/pix/differences.png differences, brighter = larger differences
Viewed individually, the hack looks fine. But it's not a direct replacement. I'm highlighting 5 of the worst sections, but most of the image is affected as you can see from the 3rd link above. The brighter image with slightly different specular values to the right is the Humus hack.
That is in 1024x768 Ultra Quality, so texture/map compression isn't an issue, and all included images and animations are lossless PNG/uncompressed full quality.
I posted this only to counter the belief that the calculated specular value was a direct replacement for the specular texture look up. It's not because it skips a feature of the D3 engine (specular texture lookup) and that's why it shouldn't be used to compare performance. But I think it's pretty cool anyways and I don't mind that it helps 9800/x800 users.