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Old 06-24-2009, 01:16 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by *Hardain* View Post
The game looks totally like another game when you run it on lowest settings...
yeah, super mario bros.
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Old 06-24-2009, 03:05 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by firamas View Post
Yeah, because what we need is more particle clutter on raids.
Raid without mages and the problem is minimal.
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Old 06-24-2009, 03:05 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by ZaiTh View Post
I dont know how many of you played when the game came out but I was on the tech boards quite a bit. Another huge selling point that SOE used was NVidia logo's everywhere blah blah blah. A matter of fact, it did not matter what kind of maker you used...Nvidia/ATi.

As for SM, somoneone quoted SM1.0/1.1 That is correct, they also have SM2.0 to some degree. That was per one of the mods back in late 2004/early 2005. I dont remember to what degree but it was almost negligible. A lot of people were upset that they spent money on $500 Nvidia cards for no good reason.

There was a player by the name of Chris (I forget what company/site he was from) that put a lot of test data out there and he pretty much made Sony put a lid on it because he was able to dispute a lot of what they were saying and they could not disprove him. Was an interesting read and funny at the same time.

I really only think that the only way they are going to seriously increase performance is to re-write the code to utilize GPU's. They did it for EQ1, who knows what will happen.
Yeah that was chris from over at nvnews, he works for nvidia now.

Your also right about eq2 using sm1.1

Shader model 3.0 isnt just about textures and effects, it can also draw geometry using the GPU, i don't really understand it all, but this can only be a good thing for eq2.

Quote from Wiki
http://en.wikipedia.org/wiki/Shader

Vertex shaders are run once for each vertex given to the graphics processor. The purpose is to transform each vertex's 3D position in virtual space to the 2D coordinate at which it appears on the screen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as position, color, and texture coordinate, but cannot create new vertices. The output of the vertex shader goes to the next stage in the pipeline, which is either a geometry shader if present or the rasterizer otherwise.
Geometry shaders can add and remove vertices from a mesh. Geometry shaders can be used to generate geometry procedurally or to add volumetric detail to existing meshes that would be too costly to process on the CPU. If geometry shaders are being used, the output is then sent to the rasterizer.
Pixel shaders, also known as fragment shaders, calculate the color of individual pixels. The input to this stage comes from the rasterizer, which fills in the polygons being sent through the graphics pipeline. Pixel shaders are typically used for scene lighting and related effects such as bump mapping and color toning. (Direct3D uses the term "pixel shader," while OpenGL uses the term "fragment shader." The latter is arguably more correct, as there is not a one-to-one relationship between calls to the pixel shader and pixels on the screen. The most common reason for this is that pixel shaders are often called many times per pixel for every object that is in the corresponding space, even if it is occluded; the Z-buffer sorts this out later.)
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Last edited by Pitty; 06-24-2009 at 03:06 AM.
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Old 06-24-2009, 10:55 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

Yep that was him at nvnews.

One thing great about EQ2 is the ability to tweak a lot of different things. If you dont like seeing particle density or other folks spell casting....Umm just turn it off. Dont let the mages own you both on the parse and your playability....oops
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Old 06-24-2009, 01:19 PM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by firamas View Post
Yeah, because what we need is more particle clutter on raids.
QFE . . . and coming from a mage.

The spell effects already look pretty damn good in comparison to other MMOs out there. They could use a hell of a lot more variety and originality, but the actual appearance is nice.
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Old 06-25-2009, 01:21 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

This isn't exactly what you think of when a company has put a game into maintenance mode. Makes me wonder if SOE has finally realized that an MMO is not a console game that peters out after a few weeks and is planning to support EQ2 for a longer term. I think ncSoft has realized that a game with a loyal player base is worth keeping around; they recently announced the first expansion pack for CoH in four years even with Chumpions or Superguys or whatever it is called coming up.

And, Doorknob, this game already has far too much eye-candy for kiddies. Even with particle effects turned completely off in Options, there is still too much of that shit on my monitor.
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Old 06-25-2009, 09:36 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by Flaming Homo View Post
And, Doorknob, this game already has far too much eye-candy for kiddies. Even with particle effects turned completely off in Options, there is still too much of that shit on my monitor.
Isn't that what I just agreed to? I never said that we needed more clutter; I just agreed with someone that there was too much and that we didn't need more. Lol at trying to argue with someone that you agree with.
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Old 06-25-2009, 10:04 AM  
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Default Re: New Shader Model 3.0 for eq2 :)

Argue for argue's sake of course!

As long as you have the ability to turn off what you don't want, then I don't see the issue.
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Old 06-25-2009, 04:41 PM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by Filth View Post
Short sightedness ftl. It will allow them to redo all the old spell fx and introduce a hell of a lot of other new systems.
Uh, it's about you, not me. It's SOE and they won't redo everything for you. Do you think it's a fucking fairytale?
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Originally Posted by Filth View Post
PFX take all of 5 minuets to create once you have the textures. Give me an editor and I could prolly redo all the PFX in the game with new tech in a few days. The first thing I would add is soft(er) and ocean particles, particle shadows and lighting and physics. Some better heat shimmer via alpha chans would be very nice to. I would also start using larger sized textures in the PFX since video cards all have so much more VRAM now days.
Do the work and we'll have a look. Atm it's all just bla-bla-bla.
And textures for particles? Wtf?
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Old 06-25-2009, 06:25 PM  
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Default Re: New Shader Model 3.0 for eq2 :)

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Originally Posted by Morara View Post
Seriously. It's dumb that modern machines still can't run the game well.
You don't have a moden machine then because right now you can run this game on raids on extreme quality with shadows on and still have ~30+fps. A modern machine is not your 3 year old computer.
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