haroldmeyer
[H]ard|Gawd
- Joined
- Jan 19, 2003
- Messages
- 1,464
My title is my question, are there any other graphic improvements?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Brent_Justice said:3dc - compression for normal maps
ps 2.0b - higher pixel shader instruction count supported
hd - support of features at HD resolutions
other performance improvements
read our tech article linked above
Sir-Fragalot said:It is just a speed upgrade. But a serious one to be sure.
haroldmeyer said:Thanks, cause I'm spending $500.00+ on an xtpe and I don't want to sacrifice beauty for speed.
Brent_Justice said:as i just showed you it is not just a speed upgrade
3dc - which has the potential for a better image quality
ps2.0b - which has the potential for a better image quality
just like how
SM 3.0 on 6800U has a potential for a better image quality
whether we see any though will be up to the developers and if they use the features
only time will tell
so far we've seen no examples of SM 3.0 having an increase in IQ, but we have seen a few examples of how 3dc can improve IQ, HL2 and Serious Sam 2 will employ 3dc btw
oqvist said:I can´t see anything new there. The longer shader instruction length don´t mean the X800 can run longer shaders only running shaders without as much looping. So that is really onlya speed upgrade that too as with everything.
But what can you do with ATI:s PS 2.b shaders that you can´t do with PS 2.0?
The Crytek guys and many others say that the only benefit of PS 3.0 over PS 2.0 is longer shader instruction length??
And 3dc it don´t increase quality either really. It´s just a compression method which again tries to raise IQ through speed
The only thing I can think of is Temporal AA that can raise the IQ higher than the previous radeons if you disregard the performance difference between them...
I can´t see anything new there. The longer shader instruction length don´t mean the X800 can run longer shaders
But what can you do with ATI:s PS 2.b shaders that you can´t do with PS 2.0?
The Crytek guys and many others say that the only benefit of PS 3.0 over PS 2.0 is longer shader instruction length??
And 3dc it don´t increase quality either really. It´s just a compression method which again tries to raise IQ through speed
The only thing I can think of is Temporal AA that can raise the IQ higher than the previous radeons if you disregard the performance difference between them...
oqvist said:Thanks okay I got the impression that you could just use looping to run as long shaders on the old generation but there would be a performance loss doing so so in that sense it don´t mean the R420 can do stuff the R300 can´t.
Have also heard only the dynamic branching and such come with shader model 3 and are not supported by ATI?
oqvist said:Ah good so I hadn´t got it wrong then
What I am getting at there is no new real image quality boosting stuff for the new radeon series like displacement mapping for the 6800 for example. Though I don´t think we will ever see real displacement mapping have heard the performance hit is huge and Far Cry is using something called virtual displacement mapping and such.
So all these boosts in image quality is through speed only so in that sense it´s a speed upgrade but a damn big one lol. Me I am getting one
oqvist said:But true displacement mapping can the X800 do that?
And regarding displacement mapping: that's a Vertex Shader 3 feature.
Brent_Justice said:define true displacement mapping
the R300 and up can do Displacement Mapping via N-Pathces
That is because Nvidia marketing wants to make you believe this........Bad_Boy said:i thought they could only do virtual displacement mapping, i thought the 6800 was the only one who could do displacement mapping.
oqvist said:Quote:
And regarding displacement mapping: that's a Vertex Shader 3 feature. It makes a difference, but it is not used in any game, not even the Unreal Engine 3 demo. Real displacement mapping generates additional geometry (i.e. triangles) to be textured, filtered, etc. Even NVIDIA's new cards are only a first shot at it, because they lack a tesselation unit. That means, they can shift vertex positions dependent on texture lookups, but they cannot create vertices out of thin air. As far as I understand, on 6800 cards you may displace vertices of an already fine but flat mesh. So all the geometry must already be there
Bad_Boy said:i thought they could only do virtual displacement mapping, i thought the 6800 was the only one who could do displacement mapping.
oqvist said:Azaroth1 if you are familiar with him. And from where he got it I don´t know from beyond3d I would guess. But he is into 3d modelling from what I could remember he seem quite knowledgable to me
But the point is from what I see virtual displacement mapping and parallax mapping isn´t the same as displacement mapping. It´s just other techniques for creating the same effect.
Kind of semi displacement mapping that is more performance efficient.
uhhh....the x800 doesnt have VS.3.0, no? i thought it just had PS.3.0 + VS.2.0And regarding displacement mapping: that's a Vertex Shader 3 feature.
The X800 series is Vertex Shader 2.0 compliant and does support point sampled Displacement Mapping with N-Patches ala TruForm 2.0. What it does not support is filtered Displacement Mapping via vertex texture lookups.
Bad_Boy said:kinda confused by oqvist's quote he found. so the new cards can do Displacement Mapping but they cant?
uhhh....the x800 doesnt have VS.3.0, no? i thought it just had PS.3.0 + VS.2.0
virtual displacemenet mapping can make an object look raised or 3d from a angle, but when you look at on eye level its just flat. like shown in the far cry 3.0 patch vid. correct?
but true virutal displacement mapping makes the object look 3d in all angles including eye level, correct?
this is from the [H] x800 review:
ok so it supports displacement mapping. but which kind? whats the difference between
point sampled Displacement Mapping with N-Patches
and
filtered Displacement Mapping via vertex texture lookups
would one happened to be nick named virtual displacement mapping and the other true virtual displacement mapping?
Bad_Boy said:thanks for clearing it up for me Brent
but i have one more thing....
whats the difference between:
point sampled Displacement Mapping with N-Patches
and
filtered Displacement Mapping via vertex texture lookups