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 Pixel shaders emulator in GTA:SA?
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winniethepooh_rus
Novice

4 Posts

Posted - 12/07/2005 :  09:34:29  Show Profile  Visit winniethepooh_rus's Homepage  Reply with Quote
As you know, GTA:SA works with GF2MX400 pretty good, and some effects (such as clothes shades, fire, blurring, etc), which is done by pixel shaders, works too. These effects is 100% shaders effects, but why they work with GF2MX400? Maybe, of course, it is experiments with cubemaps, but it's very hard to implement these for all effects in GTA:SA.

Edited by - winniethepooh_rus on 12/07/2005 09:40:47

CJ Jooou
Initiate



59 Posts

Posted - 12/07/2005 :  10:28:03  Show Profile  Visit CJ Jooou's Homepage  Reply with Quote
You should try to run gtA SA WITH 3D ANALYZE.aLSO IN DIRECTX9 OPTION MENU YOU SHOULD CHECK THOSE SHADER OPTIONS.....

PostalDude®
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r21vo
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294 Posts

Posted - 12/07/2005 :  12:34:37  Show Profile  Visit r21vo's Homepage  Reply with Quote
well there's no way that gf2mx400 could support shaders, those effects you saw are done without shaders.


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winniethepooh_rus
Novice

4 Posts

Posted - 12/07/2005 :  12:49:44  Show Profile  Visit winniethepooh_rus's Homepage  Reply with Quote
quote:
Originally posted by r21vo

well there's no way that gf2mx400 could support shaders, those effects you saw are done without shaders.



realistic clothes effects is very hard to implement w/o pixel shaders. I know that shader's procession is done deeply in GPU, and it is impossible to emulate it w/out full GPU emulation. Yes, it is possible to do much of shaders effects, but it will be very slow without special assembler optimisations (bumpmapping for example). gta:sa works too fast for these effects.
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r21vo
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294 Posts

Posted - 12/07/2005 :  21:15:37  Show Profile  Visit r21vo's Homepage  Reply with Quote
gf2 supports many bumpmapping types (Embossing, Dot Product 3, EMBM), while voodoo support only some. Developers of gta:sa somehow have managed to process those effects without pixel shaders.


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3dfx.rule.lv
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