Well duh. Which is why the baseline is sm2.HGFB wrote:You'd have been the ones complaining if you'd done it 3.0 only and most of your customer base found they couldn't play.gilesgoat wrote:We had "a fuck ton of people" complaining when we wanted to go 3.0, so to satisfy both we implemented 2.0 AND 3.0
Press and Reviews Thread
Re: Press and Reviews Thread
Justified and Ancient.
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Re: Press and Reviews Thread
My point was that they'd made a mistake, not that you should have made it for Shader 4.gilesgoat wrote:We DO NOT use Shader Model 4, we use Shader Model 3 AND 2.PVB wrote:Oops..........and modern Shader-Model 4 effects (if your graphics card supports DX10 effects, that is.......
As clearly specified in the Online README.TXT![]()
We had "a fuck ton of people" complaining when we wanted to go 3.0, so to satisfy both we implemented 2.0 AND 3.0
4.0 was considered "too much high specs" and for the moment left apart, besides not really necessary so why to use
something "bigger" when we do not need it
Re: Press and Reviews Thread
In a nutshell, what's the difference between SM 2.0 and 3.0?
Re: Press and Reviews Thread
Silk and treacle. On my PC, anywaybcass wrote:In a nutshell, what's the difference between SM 2.0 and 3.0?
Re: Press and Reviews Thread
If I had to sum it up in one word I'd say "loops". It's awesome enough being able to run significant coide per pixel, but being able to run significant iterations of significant code per pixel is even more awesome - and demanding of the GPU as well.
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Re: Press and Reviews Thread
"Unlimited Instructions" VS "96 slots (? can't remember the number ) and such"bcass wrote:In a nutshell, what's the difference between SM 2.0 and 3.0?
"More conditional jumps/things/allowed"
"Geometry generation" ( or better "geometry expansion" ) i.e. a shader can generate vertexes ( but we don't use that ).
"More shite available"
"More constants/vars/registers available"
( not sure, possibly ) "compiler and optimization bit better".
In short you can do LOT more complex code on 3.0, on 2.0 you are quite TIGHT on the number of instruction slots
you can execute plus I think there are also some limitations on certain things I can't remember how they are called.
Moral of the story : "you really can't do some stuff properly in 2.0 because there's not enough power/resources".
You can trim things down and/or make them "similar but not the same".
But 2.0 can still be faster to execute than 3.0, esepecially on older cards ( of course ).
Giles the billy goat
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"Baa"
Re: Press and Reviews Thread
Yeah, 2.0 is typically quite a bit easier to optimise - not least because it's a single basic block, so you don't have to worry about the multiple blocks that flow control introduces. (In fact anyone running a 9700 Pro or thenabouts who hasn't been wise enough to update their drivers since 2004 might still be using my optimiser
).
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Re: Press and Reviews Thread
I find this interesting, as I have read many people commenting that (presumably on the basis of descriptions and screenshots) GRR reminds them of Geometry Wars:chub wrote:Eurogamer review: http://www.eurogamer.net/articles/gridr ... on-article
Eurogamer wrote:[Geometry Wars] took many of its cues from Gridrunner++, Revolution's forerunner. Grid? Check. Crabby ship? Check. Retina-searing particulate explosions? You get the picture.
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Re: Press and Reviews Thread
Giles the billy goat
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"Baa"
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Re: Press and Reviews Thread
That's the public rating, not 'official' reviews.gilesgoat wrote:YAY ! 10 on Metacritic so far![]()
http://www.metacritic.com/games/platfor ... revolution
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Re: Press and Reviews Thread
I'm sure I've read the same text on another site.


