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15th November 2003 15:41 #1Registered User
Join Date: Oct:2003
Location: SF
Posts: 341
9600/9600
Sapphire, Gigabyte Manli 9600 SMARTSHADER 2.0, a 9800 2.1. 2.0 2.1 :
SMARTSHADER 2.0 - SMARTSHADER is ATI term for the Shader capabilities of the chip. RV350 retains exactly the same DirectX9 functionality as R300 with Pixel Shaders 2.0, Vertex Shader 2.0 (capable of up to 65,000 instructions, including loops and subroutines) and Multiple Render targets. There is 128-bit floating point pixel precision support, however this is still cacluated at 96-bits within the Pixel Shader. RV350, unlike R350, doesn't move to 'SMARTSHADER 2.1" because it does not feature the F-Buffer.
SMARTSHADER 2.0
* Programmable pixel and vertex shaders
* 16 textures per pass
* Pixel shaders up to 160 instructions with 128-bit floating point precision
* Vertex shaders up to 1024 instructions with flow control
* Multiple render target support
* Shadow volume rendering acceleration
* High precision 10-bit per channel frame buffer support
* Supports DirectX 9.0 and the latest version of OpenGL
SMARTSHADER 2.1
Full support for Microsoft DirectX 9.0 programmable vertex and pixel shaders in hardware
2.0 Vertex Shaders support vertex programs up to 65,280 instructions with flow control
2.0 Pixel Shaders support up to 16 textures per rendering pass
New F-buffer technology supports pixel shader programs with unlimited instructions
128-bit, 64-bit & 32-bit per pixel floating point color formats
Multiple Render Target (MRT) support
Shadow volume rendering acceleration
Complete feature set also supported in OpenGL via extensions
F-Buffer - 2.1, . ( pixel vertex shader 2.0) ???
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15th November 2003 16:15 #2
F-Buffer- :
-The next enhancement in the core is also the largest addition. ATI has a new fragment-stream or FIFO Buffer, in short called the F-Buffer. The F-Buffer allows the 9800 to multi-pass inside the pixel-shader engine, rather than having to multi-pass the entire rendering pipeline. Normally if you want to do a long shader in the 9700, you would have to go through the whole rendering process on every pass, even though most of them are redundant. The F-buffer lets you do a multi-pass shader without doing all of the other steps more than once per pixel. This makes the 9800 much more efficient at doing shaders with >160 instructions.
From a gamers perspective, the F-Buffer wont really provide much of a feature as no current games or even games released within a year will make use of long shaders. Also, there isnt enough horsepower to run long shaders at an acceptable performance. This feature will be a lot more useful in the Professional GL field. According to ATI, OpenGL 2.0 will require unlimited shader support. This unlimited shader instruction bumps SmartShader up from 2.0 to 2.1.
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15th November 2003 16:38 #3Registered User
Join Date: Oct:2003
Location: SF
Posts: 341
10 !!!




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