Hello There, Guest! Login Register


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Update: SWG is compatible with Pixel Shader 3.0
#1
After some testing I found that SWG will work with PS3.0, but it might not necessarily produce the desired effect.

Compiling water_pass2_ps20 to a ps_3_0 target did not crash the game, but water did not render.

It might be possible to fully utilize PS3.0 if the shaders are rewritten, but at the least it should not cause a crash for simple re-compiles.

EDIT:

ps_2_b is the highest version that will render without rewriting the shader (at-least for water).
[Image: RebelFactionStanding.png]
 
Reply
#2
Unsure, will have to be looked into more. It all depends on the client code which handles said shader.
[Image: 2156b479.gif]
 
Reply
#3
Dx9 handles Shader 3 correctly if I remember right.

But Sytner modified the game to be able to use Dx10/11 to utilize the newest shader models, so someday for sure, we'll be able to use higher shader models.
 
Reply
#4
(2013-01-30, 01:52 AM)Timbab Wrote: Dx9 handles Shader 3 correctly if I remember right.

It's Direct3D, not DirectX! Tongue

(2013-01-30, 01:52 AM)Timbab Wrote: But Sytner modified the game to be able to use Dx10/11 to utilize the newest shader models, so someday for sure, we'll be able to use higher shader models.

Ok, you're going to need to explain that one to me because I am pretty sure you cannot modify an existing executable to call entirely new functions or code-base.

If you could, then that would completely through Uli's argument out the window when he replied to a post I made about modifying the client to use new functions calls sometime ago.
[Image: RebelFactionStanding.png]
 
Reply
#5
Well Sytner told me he had the compatibility working. I don't know how or what, but that's what he said. He also said that Shader 5 was working too.

Unless my brains totally fried and I'm mixing stuff up now...
 
Reply
#6
(2013-01-30, 04:54 AM)Timbab Wrote: Well Sytner told me he had the compatibility working. I don't know how or what, but that's what he said. He also said that Shader 5 was working too.

Unless my brains totally fried and I'm mixing stuff up now...

When did he tell you this?
[Image: RebelFactionStanding.png]
 
Reply
#7
(2013-01-30, 06:43 AM)MechWarrior001 Wrote:
(2013-01-30, 04:54 AM)Timbab Wrote: Well Sytner told me he had the compatibility working. I don't know how or what, but that's what he said. He also said that Shader 5 was working too.

Unless my brains totally fried and I'm mixing stuff up now...

When did he tell you this?

Back when I was playin with shaders I think, probably on irc too. I'll have to go through logs sometime.
 
Reply
#8
I said it was extremely impractical and you would have to modify so much, Synter went cray cray. He most likely hooked in on the whole rendering system or something.

All initialization etc is completely different from DirectX 9 -> 10 so you got to change so much.
[Image: 2156b479.gif]
 
Reply
#9
I've definitely not done this, we must have been talking about the editor which does/can use SM5.0.
 
Reply
  



Forum Jump:


Browsing: 1 Guest(s)