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#1 | |
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Registered User
Join Date: Jul 2002
Posts: 681
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I couldn't resist that title....
All kidding aside, who knows what any of this means...It is all a rumor and nobody knows for sure what it would mean if it was true... Regardless, here's where it all started: http://www.beyond3d.com/forum/viewtopic.php?t=2731 Quote:
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#2 | |
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Registered User
Join Date: Jul 2002
Posts: 73
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Not knowing too much about UT2K3, I may just speak out of my ass here. But IIRC, UT2K3 uses quite a bit of shader processing that appears to be somewhat dependent on hardware (aka, it knows when to use shaders and when not to). Could it be that the soon-to-be infamous "Ultra High Detail" setting makes use of shader commands and behaviors (dynamic branching???) that really are only on the NV30? That would make some sense as it seems UT2K3 already senses shader states so NV giving Epic some money to add specific feature shaders to replace some effects would be an easy way to show off the power of the NV30 in a real game.
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#3 | |
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Registered User
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Quote:
But then again, we can't be sure. I'm betting on dynamic branching. Uttar |
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#4 | |
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Guest
Posts: n/a
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where are shaders used in UT2003. just curious
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#5 | |
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Registered User
Join Date: Jul 2002
Posts: 73
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Quote:
Over in the Beyond3D forum, there is now a growing thread that puts into doubt if shaders have even been turned on at all in UT2K3. |
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#6 | |
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GF7 FX Ti 12800 SE Ultra
Join Date: Jul 2002
Posts: 651
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Quote:
Stealthhawk, I had thought the pixel shaders in UT2003 were used for the odd water or lighting effect, but some of the B3D members claim they are for speed optimizations only in terrain rendering. Sounds plausible enough I guess.
__________________
IMO, Mr. Derek Smart is a hypocrite: Only someone who is either (a) lying (b) ashamed of their products (c) just plain ashamed, would hestitate to give out some simple and straight forward information. - Derek Smart, Ph.D. |
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#7 |
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GF7 FX Ti 12800 SE Ultra
Join Date: Jul 2002
Posts: 651
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Vogel has posted some comments at Rage3D addressing this issue. It seems even I was a bit off. The edit to the .ini file only changes the default texture setting as detected by the game code. As of now, it only defaults to the highest setting for 256MB cards. Manually setting it to Ultra High in the menu should, apparently, work fine for any card. I suspect that reports of no texture difference is simply because most maps have no difference between the top two levels. Just my suspicion though.
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IMO, Mr. Derek Smart is a hypocrite: Only someone who is either (a) lying (b) ashamed of their products (c) just plain ashamed, would hestitate to give out some simple and straight forward information. - Derek Smart, Ph.D. |
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#8 |
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Registered User
Join Date: Jul 2002
Posts: 73
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The comments by Vogel at Rage3D are interesting. But it seems to me a slight amount of misdirection. He never debunks the idea of a special patch when NV30 is released. All he states is that there is nothing on the CD that can not be gotten to. Seems to me a very clever way of calming the Rage3D people (why didn't he post on Beyond3D which started the topic). He is really being specific with regard to texture support which was a semi-speculation part of the post.
If there is a NV30 patch, I am impressed by his ability with that misdirection post. |
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#9 | |
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GF7 FX Ti 12800 SE Ultra
Join Date: Jul 2002
Posts: 651
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Quote:
__________________
IMO, Mr. Derek Smart is a hypocrite: Only someone who is either (a) lying (b) ashamed of their products (c) just plain ashamed, would hestitate to give out some simple and straight forward information. - Derek Smart, Ph.D. |
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#10 | |
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Guest
Posts: n/a
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Quote:
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#11 | |
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Registered User
Join Date: Jul 2002
Posts: 73
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Quote:
I said misdirection, not lying. Subtle differences, but important. And who did he post as on Beyond3D? |
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#12 |
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nV News Alumni
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Could the 256mb theory be tested on a high end Quadro card? Isn't there a Quadro variant sporting 256mb?
If not, I'm sure there's some other DX8 "Pro" card with 256 mb that this could be tested on.
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