the major feature that will make the games industry so much more interesting is the software that will be used to work with it. dire
cxtx 10 is a windows API that supports shader model 4.0. what it can do is take the strain of working out mutiple processors and sort of collapse them into multi threaded lines, almost like a que. this speeds up processing power allowing your console (hopfully) or pc to process more things faster thus allowing for the evolution of graphics.
shader model 4.0 comparison:
| PS_2_0 | PS_2_a | PS_2_b | PS_3_0[2] | PS_4_0[3] | |
|---|---|---|---|---|---|
| Dependent texture limit | 4 | No Limit | 4 | No Limit | No Limit |
| Texture instruction limit | 32 | Unlimited | Unlimited | Unlimited | Unlimited |
| Position register | No | No | No | Yes | Yes |
| Instruction slots | 32 + 64 | 512 | 512 | ≥ 512 | ≥ 65536 |
| Executed instructions | 32 + 64 | 512 | 512 | 65536 | Unlimited |
| Texture indirections | 4 | No limit | 4 | No Limit | No Limit |
| Interpolated registers | 2 + 8 | 2 + 8 | 2 + 8 | 10 | 32 |
| Instruction predication | No | Yes | No | Yes | No |
| Index input registers | No | No | No | Yes | Yes |
| Temp registers | 12 | 22 | 32 | 32 | 4096 |
| Constant registers | 32 | 32 | 32 | 224 | 16x4096 |
| Arbitrary swizzling | No | Yes | No | Yes | Yes |
| Gradient instructions | No | Yes | No | Yes | Yes |
| Loop count register | No | No | No | Yes | Yes |
| Face register (2-sided lighting) | No | No | No | Yes | Yes |
| Dynamic flow control | No | No | No | 24 | Yes |
| Bitwise Operators | No | No | No | No | Yes |
| Native Integers | No | No | No | No | Yes |
Vertex shader comparison
| VS_2_0 | VS_2_a | VS_3_0[2] | VS_4_0[3] | |
|---|---|---|---|---|
| # of instruction slots | 256 | 256 | ≥ 512 | 4096 |
| Max # of instructions executed | 65536 | 65536 | 65536 | 65536 |
| Instruction Predication | No | Yes | Yes | Yes |
| Temp Registers | 12 | 13 | 32 | 4096 |
| # constant registers | ≥ 256 | ≥ 256 | ≥ 256 | 16x4096 |
| Static Flow Control | Yes | Yes | Yes | Yes |
| Dynamic Flow Control | No | Yes | Yes | Yes |
| Dynamic Flow Control Depth | No | 24 | 24 | Yes |
| Vertex Texture Fetch | No | No | Yes | Yes |
| # of texture samplers | N/A | N/A | 4 | 128 |
| Geometry instancing support | No | No | Yes | Yes |
| Bitwise Operators | No | No | No | Yes |
| Native Integers | No | No | No | Yes |
i knew that shader model 4.0 enhanced 3d applications and games possibilities in quality but not to the extent that the charts show. it basically runs the same amount of processes in terms of rendering all the effects on screen but at a blinding speed with almost no limit.
an example of the evolution in 3d, direct x10 hardware can borrow ram from your computer if it needs to. basically it upgrades itself. no need to care about a graphics cards on board ram any more as long as you have them expansion slots filled.
to get to the point direct x applications will allow the games industry to go that 1 extra leap forward and create more life-like games with more AI running at once (qued processors). enhanced for multi core processors as well.
if its to much information at once, the simplest way to put it is direct x 10 will allow game artists to be more creative with their tools and with much higher texture sizes and poly budgets, freedom!
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