Welcome to the MacNN Forums.

If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

You are here: MacNN Forums > Enthusiast Zone > Gaming > geforce4 ti vertex & pixel shaders

geforce4 ti vertex & pixel shaders
Thread Tools
tie
Professional Poster
Join Date: Feb 2001
Status: Offline
Reply With Quote
May 16, 2002, 07:16 PM
 
At http://www.xlr8yourmac.com/Graphics/...anium_Mac.html , he says
I wish the Nvidia GF3 and GF4Ti cards had Mac driver support for features like pixel/vertex shaders, FSAA, etc. as they do on the PC.
Do Mac drivers really not support vertex shaders, or pixel shaders? That seems crazy to me.
The 4 o'clock train will be a bus.
It will depart at 20 minutes to 5.
     
<Guy Incognito>
Guest
Status:
Reply With Quote
May 16, 2002, 09:45 PM
 
Originally posted by tie:
<STRONG>At http://www.xlr8yourmac.com/Graphics/...anium_Mac.html , he says Do Mac drivers really not support vertex shaders, or pixel shaders? That seems crazy to me.</STRONG>
It isn't crazy-talk...I believe Apple wrote the GeForce drivers. We're missing bump-mapping, vertex/pixel shading, and anti-aliasing (I think). I'm glad I didn't buy my Mac a GeForce 3...what a waste of money. Apple won't be getting my money for an upgrade from my GeForce 2 MX until the drivers take full advantage of the GeForce 4 Ti.
     
Senior User
Join Date: Mar 2001
Status: Offline
Reply With Quote
May 16, 2002, 11:31 PM
 
You didn't finish the quote:
wish the Nvidia GF3 and GF4Ti cards had Mac driver support for features like pixel/vertex shaders, FSAA, etc. as they do on the PC. (I hear rumors that shader support will be added in a future update to Mac OpenGL.)
Those features are not yet written into OpenGL -- once OpenGL allows for them we'll see them used in games-- not Nvidia or ATI's fault.

Although you CAN rag on Nvidia for not taking advantage of FSAA and technologies similar to truform -- give ATI a hand for doing so.
     
Senior User
Join Date: Mar 2001
Status: Offline
Reply With Quote
May 16, 2002, 11:32 PM
 
Just wanted to clarify my last post -- some Nvidia cards can do FSAA but Nvidia hasn't written the drivers to allow for it.
     
Mac Elite
Join Date: Oct 2000
Location: Chicago
Status: Offline
Reply With Quote
May 17, 2002, 08:47 AM
 
The ATi Radeon 8500 supports full features the PC has right? The 8500 is my favorite and I hope to buy one when I get a new machine.

TRUFORM™ technology makes characters and objects more rounded and natural
SMARTSHADER™ technology enables custom vertex and pixel shader programs for complex geometry, texture and lighting effects in real time
SMOOTHVISION™, ATI's advanced anti-aliasing feature eliminates distracting visual artifacts for smoother-looking images
CHARISMA ENGINE™ II supports full Transformation, Clipping and Lighting (T&L) at 62.5 million triangles/second peak processing capability
PIXEL TAPESTRY™ II, the RADEON™ 8500 3D rendering engine, powers an incredible 2.4 gigatexels/second for superior fill rates in 32-bit at high resolutions
     
tie  (op)
Professional Poster
Join Date: Feb 2001
Status: Offline
Reply With Quote
May 17, 2002, 04:49 PM
 
Originally posted by iamnid:
<STRONG>You didn't finish the quote:


Those features are not yet written into OpenGL -- once OpenGL allows for them we'll see them used in games-- not Nvidia or ATI's fault.

Although you CAN rag on Nvidia for not taking advantage of FSAA and technologies similar to truform -- give ATI a hand for doing so.</STRONG>
afaik, this is incorrect. Shaders are in opengl as vendor extensions. opengl 2 will have some standardized support for shaders, but won't be out for at least a year, or so. I don't know whose fault it is, but shaders are the major feature of these graphics cards, for me at least. All the cool demos on nvidia's site use shaders. And PC drivers support shaders *now*.

[Edit: I realize that you must have meant Mac opengl, not opengl2]

[ 05-17-2002: Message edited by: tie ]
The 4 o'clock train will be a bus.
It will depart at 20 minutes to 5.
     
P
Moderator
Join Date: Apr 2000
Location: Gothenburg, Sweden
Status: Offline
Reply With Quote
May 17, 2002, 07:06 PM
 
Originally posted by tie:
<STRONG>

afaik, this is incorrect. Shaders are in opengl as vendor extensions. opengl 2 will have some standardized support for shaders, but won't be out for at least a year, or so. I don't know whose fault it is, but shaders are the major feature of these graphics cards, for me at least. All the cool demos on nvidia's site use shaders. And PC drivers support shaders *now*.

[Edit: I realize that you must have meant Mac opengl, not opengl2]

[ 05-17-2002: Message edited by: tie ]</STRONG>
Custom shaders are indeed supported by vendor extensions in OpenGL. The documentation for nVidia's extensions is almost twice the size of the main OpenGL documentation - needless to say, noone uses them.

As for support in Windows, that is in DirectX. DirectX 8.0 supports nVidia's boards, and 8.1 supports ATI Radeon - but no longer supports nVidia. Translation: Just the same thing as vendor extensions, because there is not one call that is used by both custom shaders.

The reason this doesn't work is that both nVidia and ATI did it backwards: They looked at what feature's they had in the hardware and made an API fom that - of course they're not compatible! The _sensible_ way to do this is to write an API that's easy to use for the programmer and leave it to ATI and nVidia to write drivers for whatever hardware they have - the way the rest of OpenGL has always worked! This is what's happening in OpenGL 2.0, and most likely what MS will do in DirectX 9 as well.

As for TruForm and nVidia's version of the same thing, to render higher order polygons (don't remember the stupid brand name!), that requires that the models be remade and will only work on newer games.

They should both support FSAA on the Mac, though, but that's the only real oversight.
The low-end Mac Pro is the most overpriced Mac since the IIvx
     
Junior Member
Join Date: May 2002
Status: Offline
Reply With Quote
May 17, 2002, 09:27 PM
 
Yeah, the driver situation needs to improve. There isn't much point to the Ti4200 - 4600 if you can't take advantage of 4xs FSAA or see the cool pixel shader, vertex shader and bump mapping effects in games like Giants.
     
   
Thread Tools
Forum Links
Forum Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On
Top
Privacy Policy
All times are GMT -5. The time now is 12:31 PM.
All contents of these forums © 1995-2011 MacNN. All rights reserved.
Branding + Design: www.gesamtbild.com
vBulletin v.3.8.7 © 2000-2011, Jelsoft Enterprises Ltd., Content Relevant URLs by vBSEO 3.3.2