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Pixel Shader Model technology in the video card and how to choose
OVERVIEW
About the directx and hardware, write the system requirement next game box, video card in a new generation of directx 10 since Pixel / Vertex Shader be combined and called Unified Shader instead.
Information
ScreenShot : Pixel Shader Model technology in the video card and how to choose.
Description
Shader Model is technology on the display of images such as shadows, shadows on the water, surface details on water, smoke, character, etc. Add making the beauty and realism to the scene.
Game developers can put the effects into technology. only version that fixed.
All video card must have Processor Shader (Pixel / Vertex Shader or Unified Shader) and must support Shader Model.
Game for directx9.0c to use Shader Model 3.0 and Shader Model in the current game is Shader Model 4.0 found in directx10 video card.
In the field of computer graphics, a shader is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility. Shaders are used to program the graphics processing unit (GPU) programmable rendering pipeline, which has mostly superseded the fixed-function pipeline that allowed only common geometry transformation and pixel shading functions; with shaders, customized effects can be used.
Types of shaders
The Direct3D and OpenGL graphic libraries use three types of shaders.
* 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.)
directx progress in the Light and Shade directx 6.0 - Multitexturing directx 7.0 - hardware Transformation, Clipping and Lighting (TCL/T&L) directx 8.0 - pixel shader model 1.1 (+Optional Pixel Shader 1.2/1.3 support) directx 8.1 - pixel shader model 1.4 & Vertex Shader 1.1 directx 9.0 - pixel shader model 2.0 directx 9.0b - pixel shader model 2.0a directx 9.0c - pixel shader model 3.0 directx 10 - pixel shader model 4.0
nvidia geforce nvidia geforce 3 pixel shader model 1.1 nvidia geforce Series 5 pixel shader model 2.0
nVIDIAgeforce Series 6-7 pixel shader model 3.0
nVIDIAgeforce Series 8 pixel shader model 4.0
ati radeon ati radeon Series 7000 pixel shader model 1.1 ati radeon Series 9000 pixel shader model 2.0 ati radeon Series X1000 pixel shader model 3.0 ati radeon Series HD2000/HD3000 pixel shader model 4.0
Next Upgrad video card, Do not forget to select the video card to save power and reduce heat.