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Old 02-20-05, 05:21 PM   #85
jolle
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Again..
SM1.1
http://upl.silentwhisper.net/uplfold...SC_03_sm11.jpg
SM3.0 (no HDR)
http://upl.silentwhisper.net/uplfold...C_03_nohdr.jpg
SM3.0 full
http://upl.silentwhisper.net/uplfold...SC_03_sm30.jpg

In this case the SM3.0 looks slightly worse with the PMapping, the parallax mapping "stretches" the diffuse map when it protrudes, had it been REAL displacement mapping it would have looked similar, but it would have been real geometry protruding (ie it would be viewable from the side), which also would have stretched the texture as it is mapped with a flat plane from the front (same axis as the stone is extending on)
It looks like the SM1.1 path uses normal mapping instead.
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Old 02-20-05, 05:33 PM   #86
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Interesting .. yeah the parallax mapping on the wall to the right - not the bricks- looks a bit streched out .

Grrr the more i see .. the more i want the demo ! the problem is with my slow connection i cant get it via torrent

anyway maybe we should post Demirug's explenation about why SM2.0 wasen't used in SC3 , it looks fair to me but maybe some people might have more info on that or dont agree with it.

Quote:
Originally Posted by Demirug
2.B designed for this matter? Who have told you this? Even 2.A have a stronger featureset but the NV3X cards with the poor FP performance make it hardly usefull at all. But this is an other story.

ubi uses something that is called "übershader". At the moment if you have an DirectX engine this concept can only used meaningfull with SM3. SM2.0 did not have sufficient instruction slots. SM2.A and SM2.B did provide enough slots but missing branching. This force the chip to execute to many instructions for every single pixel. A SM3 chip will step over this unused instructions. I am not talking about dynamic branching as we allready know that a NV4X need large pixelblocks to make this run well. I am talking about static branching.

The next problem with some of the shaders is that the vertexshader need to send 10 vectors to the pixelshader. SM2 (all variants) only supports 8 vectors. It is possible to reduce this number because many of this vector values depend on the position. In this case you can only send the position but than you have to do all the calculations in the pixelshader. This will slow you down again.

You can work around this problems if you use an other concept but this means that you have to write extension for the engine and the toolchain you allready have.
http://www.rage3d.com/board/showthre...8&page=7&pp=30
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Old 02-20-05, 05:58 PM   #87
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Ow man ! I just installed 67.66 and got me a good 6 to 18 fps boost in the demo over the old 61.77 (all 66.xx gave my pc issues) IQ looks better now too and so does the sm.3.0 HDR. No more framerates below 24 now. yum.

I'm NOT going back to 1.1 anymore heheh Those comparison pics are nice, but you really gotta see it in motion to appreciate it. The HDR effects are dynamic and dependant on the angle of your point of view to the lit surface.

Now, I just hope Ubi tweaks the final code some more so it'll add another 10 or more fps
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Old 02-20-05, 06:05 PM   #88
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Quote:
Originally Posted by Knot3D
Now, I just hope Ubi tweaks the final code some more so it'll add another 10 or more fps
& more support for the SLI users !
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Old 02-21-05, 02:34 PM   #89
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

CHECK THIS SITE:

http://www.pcgamessource.com/news.ph...t_from=&ucat=&
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Old 02-21-05, 02:44 PM   #90
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Quote:
Originally Posted by rbej
w00t! .. thanks for the heads up dude ! i love you
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Old 02-21-05, 07:09 PM   #91
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Quote:
Originally Posted by SH64
w00t! .. thanks for the heads up dude ! i love you
Were you able to get it? I got dropped after about 155 meg.

Finally got it. Looks great!

Last edited by OWA; 02-21-05 at 08:29 PM.
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Old 02-21-05, 11:01 PM   #92
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

hey ... just wondering if there is a way to enable p.s 2.0 or anything above p.s 1.1 on my 5900, i know performance will be a hit, i just want to try it out if its possible..thanks
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Old 02-22-05, 12:14 AM   #93
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Quote:
Originally Posted by Grechie
hey ... just wondering if there is a way to enable p.s 2.0 or anything above p.s 1.1 on my 5900, i know performance will be a hit, i just want to try it out if its possible..thanks
I don't think so. As Demirug stated, it's a limitation with the vertex shaders of SM2 which UBi decided to not code around for. If there isn't the code there for it, it won't be possible.
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Old 02-22-05, 11:03 AM   #94
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

well, unless the source code was released, but that ain't gonna happen....
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Old 02-22-05, 06:55 PM   #95
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..

Good God... I can't believe that they chose to neglect SM2. I understand that porting it back from 3 would be difficult but they just upset a lot of people by doing this. And that to me is the bottom line. I can already hear the conspiracy theories regarding this.
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Old 02-22-05, 09:10 PM   #96
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Default Re: Splinter Cell Chaos Theory Single Player Demo Coming soon..



I can run at maximum settings with 2xAA at 1024 with decent frame rates. I have a 5900xt, 2600xp, and 512 ram, I was rather suprised that it ran so well. This game is gorgeous, in full motion it looks incredible. I really hate sams running animation, and his face model, it looks completely different from the one staring at you in the menu. Not quite sure why. Awesome gameplay as well, and the voice acting is sweet.

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