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6800GT SLI
The Geforce 6800 Features Introduction
The nForce4 SLI Chipset
Gigabyte GA-K8NXP SLI board
SLI
The Geforce 6800 Features
SLI games list
Setup
SLI Performance
Conclusion
  Written by: Benjamin Sun 4/01/2005
Pixel Shader 3.0
Vertex Shader 3.0
Ultra Shadow 2
16-bit per component blending
Geometry Instancing
DirectX 9.0c
OpenGL 1.5

Microsoft released DirectX 9.0 in 2002. This introduced Pixel Shader 2.0 and Vertex Shader 2.0 to the DirectX API (Application Programming Interface). It’s interesting that it has been over 2 years since the first release of DirectX 9.0. The key features of PS 2.0 were pixel shader program lengths of 96 instructions per pass, and an improved instruction set. The key features of VS 2.0 include support for branching in shader programs, support for 256 instructions in a single pass with more available through looping and branching, and an extended group of vertex shader instructions.

Microsoft did a lot of forward thinking and planning with the release of DirectX 9.0. Not only was support for Pixel Shader 2.0 present but they also had profiles for the next iteration, Pixel Shader 3.0. The key features of PS 3.0 include full branching support for the pixel shader, support for shader lengths of 65,536 instructions in a single pass, and Multiple Render Targets (MRT)

Vertex Shader 3.0 is the second major component of the 6800 series. The 6800 is capable of geometry instancing which allows for the reuse of geometry in an application. Other features of the 6800 VS include render to texture which allows for Displacement mapping, and infinite length vertex programs limited by the API.

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