On Wednesday 27 July 2005 05:35 pm, Roland Scheidegger wrote:
> Patrick McFarland wrote:
> > I think ATI really screwed R200 owners then. The shader pipeline
> > ultimately is useless.
>
> Erm, I think you're asking a bit too much for a card of this generation.
> It's not like you could do it on a GF3, for example...
> The only way a card of that generation would have been able to do such
> future unknown functionality is if the fragment pipeline would have been
> a lot more generic - but then again it probably would have been too slow
> to be really useful, not to mention the longer your program, the more
> you'll be hurting from lack of precision generally.
> And, I wouldn't say it's really useless. There ARE some apps out there
> which indeed can make use of it quite well (doom3 for example, there are
> quite some directx applications out there which use the equivalent in
> directx (ps 1.4) too).

So why can Doom 3 use R200 pixel shaders, and DRI can't?

-- 
Patrick "Diablo-D3" McFarland || [EMAIL PROTECTED]
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd 
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Attachment: pgpttex4nFPEX.pgp
Description: PGP signature

Reply via email to