What are differences between PIxel Shader 2.0 and 3.0

Sable

Golden Member
Jan 7, 2006
1,127
99
91
In PS2 you can shade 2 pixels per 4.7 clocks. With PS3 you can shade 3 pixels per 4.7 clocks.
Also, PS2 requires a badger to be placed under bucket with your XP CD whereas PS3 just needs the bucket and the CD.
Very handy, I was going through badgers at a fantastic rate, although that could have been the water cooling I was using on my bucket.

 

SunnyD

Belgian Waffler
Jan 2, 2001
32,674
145
106
www.neftastic.com
Originally posted by: Sable
In PS2 you can shade 2 pixels per 4.7 clocks. With PS3 you can shade 3 pixels per 4.7 clocks.
Also, PS2 requires a badger to be placed under bucket with your XP CD whereas PS3 just needs the bucket and the CD.
Very handy, I was going through badgers at a fantastic rate, although that could have been the water cooling I was using on my bucket.


Gosh darnit! That's why my PS3 wasn't working! I was using a oppossum instead of a badger!
 

redbox

Golden Member
Nov 12, 2005
1,021
0
0
Originally posted by: josh6079
Originally posted by: Frackal
nipples show up much clearer in PS 3.0 pr0n

LOL!!:laugh:

He's thirteen!! He probably hasn't seen those yet!!

I had nipples when I was born. I don't know what is wrong with you freak.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
Larger instruction counts, dynamic branching and higher precision as a minimum to name a few.
 

dguy6789

Diamond Member
Dec 9, 2002
8,558
3
76
Originally posted by: BFG10K
Larger instruction counts, dynamic branching and higher precision as a minimum to name a few.

QFT.


For the most part, SM3 simply does what SM2 does in less cycles. There are a very small number of things that can be done on SM3 and cannot be done on SM2, but these situations are very rare.
 

hardwareking

Senior member
May 19, 2006
618
0
0
also the visual quality is somewhat better.I've read that somewhere,can't recall where though.
And pixel shader 3.0 does more in less time than pixel shader 2 like the others have said.
And if u want aero effects in vista u need a pixel shader 3.0 compatable gfx card.
 

ElFenix

Elite Member
Super Moderator
Mar 20, 2000
102,426
8,388
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i like the early morning replies better than BFG's
 

Munky

Diamond Member
Feb 5, 2005
9,372
0
76
In PS3 you can do something like this:

for(i=0;i<255;++i){
a=...
if(a>4) break;
}

That's an example of a loop with dynamic braching. In PS2 you'd have to rewrite the code and split it up into several shader passes. So while the same effect could be done in PS2 as in PS3, the PS3 method is easier to code, and may run more efficiently on the hardware.
 

Barkotron

Member
Mar 30, 2006
66
0
0
Originally posted by: munky
In PS3 you can do something like this:

for(i=0;i<255;++i){
a=...
if(a>4) break;
}

That's an example of a loop with dynamic braching. In PS2 you'd have to rewrite the code and split it up into several shader passes. So while the same effect could be done in PS2 as in PS3, the PS3 method is easier to code, and may run more efficiently on the hardware.

But what about the badgers?

 
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