Folgend nun einige Aussagen diverser Developer über das Shader Modell dritter Generation, welches aktuell in GeForce 6800 Ultra Platinen zum Einsatz kommt.
"PS 3.0 supports dynamic conditionals and much larger Shader programs, so it becomes possible to render in a single pass what would previously take many passes. For example, a renderer can more practically combine multiple light sources into a single pass, using a dynamic conditional to handle the properties of each individual light in a single pass.
Regarding the general question of "Why are conditionals needed in pixel Shader programs", I recommend comparing the situation to that of C programs. How many useful C programs don´t contain conditionals? Approximately none!" (Tim Sweeney, Founder, EPIC Games)
"In PS3.0 shaders it´s possible to decrease number of shaders using dynamic branching (one Shader for general lighting) and in such way decrease number of Shader switches and as result increase speed, and also we can utilize dynamic conditional early reject for some cases in both PS and VS and this also will increase speed." (Andrey Khonich, Crytek, Makers of Far Cry)
"It is more about freedom and removing limits rather than what can or can´t be done. Pixel Shader 2.0 would be more like programming in C with only half of the commands available and with half of the RAM available. Pixel Shader 3.0 offers the ´programmers´ a lot more flexibility in terms of control of the logic of execution and length of the program itself. The effects will be easier to write and probably will look more movie like. You may also be able to reduce the number of separate texture passes down as you can write more complex pixel shader programs to do the math necessary." (Rick Johnson, Senior Programmer, Raven Software)
"Any programmer will tell you that higher precision is better, all else being equal; if that high precision comes at an extreme cost then of course it will be used sparingly. As shaders get more complex, the precision requirements rise accordingly. Current games may not take advantage of the extra 8 bits of precision, but it´s likely that future games eventually will." (Mark Davis, Chief Scientist, Novalogic)
"With the GeForce 6800 series, NVIDIA brings long-awaited true high dynamic range imaging to gaming. The ability to perform blending and filtering on floating-point formats (combined with enormous processing power!) really makes for a wonderful feature that we´re definitely looking forward to fully exploit in our Serious Engine(tm)." (Dean Sekulic, Programmer, Croteam)
Verbatim präsentiert auf der Computex 2026 in Taipeh neue Produkte aus den Bereichen Datenspeicherung und Stromversorgung. Unter dem Begriff „S’n’P“...
MSI präsentiert auf der Computex 2026 den neuen MAG OLED 271QPX32. Der 26,5 Zoll große Gaming-Monitor setzt auf ein QD-OLED-Panel...
WD hat die Integration von Post-Quanten-Kryptografie (PQC) in seine neuesten Ultrastar-Enterprise-Festplatten angekündigt. Die neuen UltraSMR-Modelle sollen Unternehmen dabei helfen, sich...
ASUS erweitert sein ROG-Portfolio um die neue ROG Strix Morph 96 Wireless. Die kompakte Gaming-Tastatur setzt auf ein modulares Design,...
Alienware erweitert sein Notebook-Portfolio um das neue Alienware 15. Das Modell richtet sich an Gamer, die hohe Leistung, modernes Design...
Die Familie der IronWolf Pro Festplatten von Hersteller Seagate adressiert vor allem NAS-Systeme im Profi-Segment. Wir haben uns das aktuelle Flaggschiff der CMR-Plattform mit satten 32 TB im Praxistest zur Brust genommen.
Mit der FireCuda X Vault präsentiert Seagate eine neue externe Festplatte, die vollständig über USB-C versorgt wird und bis zu satte 20 TB bietet. LED-Beleuchtung und ein passendes Toolkit runden das Gesamtpaket ab.