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MatsG

Geforce 2 GTS and pixel sahders?

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Is I stupid or doesn´t geforce 2 gts have pixelshader verison 1.0? I tried with the newest detonater3 drivers (6.31) but it still reports version 0.0. ???

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no consumer hardware at this time supports pixels shaders in hardware (geforce + radeon included). i believe the nv20 will though when it comes out

http://members.xoom.com/myBollux

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Aren''t pixel shaders the same as register combiners? Because the geforce 2 does support register combiners. I''ve seen a few OpenGL demos that use register combiners to do per-pixel lighting, and they worked on my geforce 2 gts.

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All the Pixel Shader stuff at least runs on GF1/2, and it definitely doesn''t run as a texture uploaded every frame. And the GeForce has nv_vertex_program extensions. I guess the GF supports pixel shaders. Register combiners are somehwat similar to this

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I''ve asked the same question a few weeks ago

The answer I got was, that GF cards support pixelshaders. The problem is, that the drivers (Detonator 6.X) don''t support this functionality yet ... so, we''ll have to wait for Detonator 7.X drivers. I tried a leaked beta driver (7.17 I think) and it supported pixelshader level 0.5 (which was for the DX 8 Beta). So, I''m also waiting on nVidia

- MK42

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Sorry guys but GeForce DOES NOT support pixel shaders.
I asked this question a while ago, and someone said, that it does.
As MK42 said: GeForce supports pixel shaders v0.5.
Also if you look in DXReadme.txt it says: - Programmable pixel shaders are supported on the host CPU using refrast only. These can be used for prototyping DirectX 8.0 shaders for use when hardware ships.

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Sentinel: Are you sure? I thought, that pixelshaders are the same concept as register combiners in OpenGL. I haven''t had the time to look at this in depth, so I don''t know if the GF2 (which I have) has the required number of registers and operations to make it pass as a pixelshader 1.0 device. Nevertheless, the register combiners work like a charm ... so why shouldn''t pixelshader? The way I understood it, the leaked drivers only supported 0.5 because that''s what was necessary for the DX8 Beta. I don''t have access (yet) to the nVidia registered developer corner, so I don''t know whether they have something cool over there.

Anyways, the GF2 claims it has a "pixel shading rasterizer" ... that''s in essence the pixelshader/reg combiner feature. Anyways, I still think (or rather hope) that at least the GF2 will support pixelshaders in the next Detonator release ... even if it''s a bit limited.

- MK42

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You can do many things with SetTextureStageState, and what it is meant with "pixel shaders" is this (I think). But "MFC Pixel Shader" for example is different. I think it would be better to call it "programmable pixel shaders". As far as I took a look into this it looks like programming a pixel pipeline itself (4 texture registers, even if GeForce 2 GTS can do 8 textures in one pass). I also think, that 2 temp registers, 4 texture registers, 2 colour registers and 8 constant registers are again placed on a single pipeline. GeForce and Radeon probably don''t have that much registers...
BTW: I have a GeForce 2 MX - cool card...

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a few words with more weight then mine

There is currently no hardware which supports D3D pixel shaders. We
expect there to be early next year.

The "fixed-function" texture pipeline has been enhanced in DX8 to cover
some extra functionality (in particular, a couple of things that you
could do with register combiners), and it''s perfectly legal to continue
to use that until pixel shader capable hardware comes along.

Tony Cox - DirectX Luminary
Windows Gaming Developer Relations Group
http://msdn.microsoft.com/directx

http://members.xoom.com/myBollux

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