Nvidia 6200 256MB PCI-Express 11186 Manuel D’Utilisation
Codes de produits
11186
CineFX 3.0: The Next Wave of Stunning Visual Effects
TB-01206-001_v01
3
03/26/04
Full Support for
Evolving Standards
Evolving Standards
NVIDIA delivers complete support for DirectX 9.0 Vertex Shader Model 3.0 and
Pixel Shader Model 3.0, as well as OpenGL shader program conventions, so game
developers can easily access the power and precision of the CineFX 3.0 engine. The
most complete support for high-level shader languages—including Microsoft High-
Level Shader Language (HLSL), OpenGL Shader Language (GLSL), and the Cg
shading environment—gives programmers a choice for developing games that
comply with either DirectX or OpenGL interfaces.
Pixel Shader Model 3.0, as well as OpenGL shader program conventions, so game
developers can easily access the power and precision of the CineFX 3.0 engine. The
most complete support for high-level shader languages—including Microsoft High-
Level Shader Language (HLSL), OpenGL Shader Language (GLSL), and the Cg
shading environment—gives programmers a choice for developing games that
comply with either DirectX or OpenGL interfaces.
Vertex Shader 3.0
NVIDIA CineFX 3.0 introduces virtually infinite-length
vertex programs and
dynamic flow control, removing previous limits on the complexity and structure of
shader programs. With complete programming freedom and the exceptional
performance of the latest NVIDIA GeForce GPUs, developers can take advantage
of new vertex shader features, such as displacement mapping and a frequency
divider for vertex program streams.
shader programs. With complete programming freedom and the exceptional
performance of the latest NVIDIA GeForce GPUs, developers can take advantage
of new vertex shader features, such as displacement mapping and a frequency
divider for vertex program streams.
Infinite-Length Vertex Programs
Vertex shader programs now have no length limits. Previously, complex effects had
to be written as a combination of shader programs in order to comply with program
length limitations. In some cases, the overhead for ending one program and starting
another caused performance degradations that slowed the game and made the effect
impractical to deploy.
Now, without length limits on shader programs, complex effects can be written to
extract the most performance out of gaming platforms. Even though longer
programs take more time to process than shorter programs, the technology and
speed of the CineFX 3.0 engine ensure that longer programs will run blazingly fast.
to be written as a combination of shader programs in order to comply with program
length limitations. In some cases, the overhead for ending one program and starting
another caused performance degradations that slowed the game and made the effect
impractical to deploy.
Now, without length limits on shader programs, complex effects can be written to
extract the most performance out of gaming platforms. Even though longer
programs take more time to process than shorter programs, the technology and
speed of the CineFX 3.0 engine ensure that longer programs will run blazingly fast.
Dynamic Flow Control
Additional looping/branching options and new subroutine call/return functions
give programmers even more choices for writing efficient shader programs. No
length limitation, plus enhanced flow control, gives programmers unprecedented
freedom that can unleash a new level of creativity in the gaming world.
give programmers even more choices for writing efficient shader programs. No
length limitation, plus enhanced flow control, gives programmers unprecedented
freedom that can unleash a new level of creativity in the gaming world.
1
The operating system or APIs can impose limits, but the hardware is not limited to shader
program length.