More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
141 ...
151 ...
161 ...
171 ...
181 ...
191 ...
201 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
274 275 276 277 278 279
280 281 282 283 284 ...
291 ...
301 ...
311 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365
Query Failed
Humus
Saturday, July 3, 2004
Anonymous,
yes, it has been around for a while. It has been used for implementing high level shading languages on lesser hardware, but I don't know if it ever has been used as a means to boost performance. But that's not a very interesting point anyway, what matters is that it works and is fast.
Humus
Saturday, July 3, 2004
Sunray & sqrt[-1],
I've been experimenting some with scissors and clipping planes at work today. Of course the benefits goes down when you use other means to reduce the workloads too, and that's equally true for ps 3.0. But there's still a very significant performance increase with this technique, even when you enclose a bounding box of six clipping planes around the light and enclose the light in screen space with a scissor rectangle. We may no longer be talking about 3x performance boost, but still easily 30-50%.
Regarding texture lookups, well, we won't be able to do everything vs3.0 can, but we can do some similar stuff the day we get the super_buffers extension (if ever, seems to be progressing very slowly ...).
Kombatant
Friday, July 2, 2004
Excellent as always pal; always eager to try out your new demos

Richteralan
Friday, July 2, 2004
Obviously my problem been ignored @ Beyond3D.
If being mature, I'd rather not say the first sentence in your demo description.
Wester547
Friday, July 2, 2004
LOL, pretty persistent to get around nVidia's future-proof shader technology, aren't you humus? That's one damn impressive demo, but keep in mind the jump that Shader Model 2.0/2.x took to Shader Model 3.0 isn't as great as 1.x to 2.0/2.x, just like that jump itself isnt as great as the fixed Hardware T & L pipeline was to the Programmable Shaders introduction, so especially with Shader Model 2.x(the enhanced iteration with 2.0 used with the nVidia GeForce FX and ATi Radeon X800 series), this demo is still very possible.

Anonymous
Friday, July 2, 2004
nVidia owns ATI this time round...
g__day
Friday, July 2, 2004
Once again Humus - very impressive!
Da3dalus
Friday, July 2, 2004
Very nice demo, Humus

More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
141 ...
151 ...
161 ...
171 ...
181 ...
191 ...
201 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
274 275 276 277 278 279
280 281 282 283 284 ...
291 ...
301 ...
311 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365