32 bit display and vertex and pixel shader model 3.0
- #32 BIT DISPLAY AND VERTEX AND PIXEL SHADER MODEL 3.0 FULL#
- #32 BIT DISPLAY AND VERTEX AND PIXEL SHADER MODEL 3.0 SOFTWARE#
To illustrate the advantages of this new feature, D. The Microsoft DirectX Instancing API is another key feature supported by Shader Model 3.0. Also, by using dynamic branching, developers can use a single vertex and pixel shader and select the appropriate execution path, instead of using customized versions of each shader for every varying situation. By giving their shader programs an 'intelligent' way to process these elements, developers can use dynamic branching to process only elements that will be needed to render a scene, saving processing time and speeding up the shader considerably. This major feature saves significant processing time by allowing the developer to create true and conditional loops into their shader programs, giving them much more control over the processing of elements such as vertex lighting. Sim Dietrich Jr.Īlong with longer shader lengths, allowing for a greater amount and more complex instructions, both Shader 3.0 models (pixel and vertex) feature Dynamic Branching. *Charts are courtesy of Microsoft's WinHEC Sponsors page and NVIDIA's D. Saves performance by skipping animation and calculations on irrelevant verticesĪny number of lookups from up to 4 texturesĪllows displacement mapping, particle effectsĪllows many varied objects to be drawn with only a single command More instructions allow more detailed character lighting and animation More per-pixel inputs allows more realistic rendering, especially for skinĪ similar table charting the key advancements of Vertex Shader 3.0 over 2.0*:
#32 BIT DISPLAY AND VERTEX AND PIXEL SHADER MODEL 3.0 FULL#
Shader Model 3.0 gives developers full and precise control over specular and fog computations, previously fixed function Higher range and precision color allows high-dynamic range lighting at the vertex levelĪllows advanced lighting algorithms to save filtering and vertex work - thus more lights for minimal cost Saves performance by skipping complex shading on irrelevant pixelsĭevelopers can calculate the screen space derivatives of any funciton, allowing them to adjust shading frequencies or over-sampling to eliminate artifactsĪllows two-sided lighting in a single pass
The following is a chart that depicts the key improvements of Pixel Shader 3.0 over 2.0*.Īllows more complex shading, lighting, and procedural materials With greater program lengths and several feature advancements, model 3.0 allows developers to increase the fidelity and complexity of effects that are possible on today's hardware.
#32 BIT DISPLAY AND VERTEX AND PIXEL SHADER MODEL 3.0 SOFTWARE#
Shader Model 3.0, to be released in Microsoft's latest iteration of DirectX 9.0, is now being adopted by software developers to compensate for the limitations inherent in the previous versions. While it brought in new standards for advanced vertex and pixel shader technology at its release, as core and memory clock rates have increased and advancements have been made on the hardware side of graphic technology, the limitations of model 2.0 has begun to show. Shader Model 2.0, included in Microsoft's DirectX 9.0, has been available for over a year now, gaining continued support in both the hardware and software channels of the industry.