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 news

UnrealEngine  Tim Sweeney Interview   lara 01.05.2004
text (short)
Gamers' Depot hat sich mit Epic's Tim Sweeney über den neuen Pixel Shader 3.0.... unterhalten.

quote:
GD: A lot of attention has been paid to NVIDIA's support of Pixel Shader 3.0 - can you specifically think of anything PS 3.0 can be used for that can't be done in PS 2.0?

Tim: PS 3.0 supports dynamic conditionals and much larger Shader programs, so it becomes possible to render in a single pass what would previously take many passes. For example, a renderer can more practically combine multiple lightsources into a single pass, using a dynamic conditional to handle the properties of each individual light in a single pass.

Regarding the general question of "Why are conditionals needed in pixel Shader programs", I recommend comparing the situation to that of C programs. How many useful C programs don't contain conditionals? Approximately none!


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