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Pixel and Vertex Shading (Page 9/9)


Posted: February 25, 2001
Written by: Tuan "Solace" Nguyen

What it All Comes Down To...

Have you seen the video of Doom 3 running on a GeForce 3 yet? Do yourself a favor and download it. You'll see the benefits of per pixel shading, and programmable vertex/pixel shaders very quickly.

Conclusion


There are a few things I won’t go over in this article because they will likely be covered in GeForce3 articles, which as you can probably tell, are just around the corner.

This article is meant to tell you the benefits of pixel shading and vertex shading. These two technologies, combined with other enhancements are the grounds for NVIDIA’s nfiniteFX engine. Because both of these technologies can be configured to a programmer’s preference, the engine can generate an infinite number of possibilities. Games can concentrate less on having proprietary engines that do different things in software and give more attention to other things, such as physics.

Both of these technologies, when combined, help to create unparalleled detail on surfaces -- whether they are flat or curved. More detail can simulate high polygon count, but doesn't entirely replace the need for more polygons. As technology progresses, we’ll be seeing more detail, more effects, and more realism.

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