View Full Version : Shader Pixel 2.0 or Fixed Pipline?
Tamui
02-28-2012, 03:11 PM
Title says it all. Is there a big difference in them? I play on both and not much difference actually.(Paints are hidden on F.P. only that I noticed :D)
So anyone can tell me what's the real difference and how much can it affect the game?
Lekarz
02-28-2012, 03:16 PM
Personally I have more fps on 2.0 than fixed pipline... but use 3.0
Differences, well I saw only paintings, maybe textures :P
Tamui
02-28-2012, 03:19 PM
Personally I have more fps on 2.0 than fixed pipline... but use 3.0
All I can go up to is 2.0 xD
Thanks :D
PT_DaAr_PT
02-28-2012, 04:46 PM
Personally I have more fps on 2.0 than fixed pipline...
I have 3 FPS more with Fixed Pipeline yet Shader Model 2.0 seems to run much more smoother. Isn't the opposite supposed to happen? <.<'
DINAMIK
02-28-2012, 07:48 PM
the best way to run the game is by using SM3 or 4 with low settings
I can play with 100 fps all the time
NotScias
02-29-2012, 09:03 AM
Fixed pipeline is designed for (very) legacy GPUs (Below Geforce 4/Radeon 7000). If you can use Shaders it's extremely recommended to use them instead as there's no benefit using fixed pipeline unless your GPU doesn't support Shaders.
I have 3 FPS more with Fixed Pipeline yet Shader Model 2.0 seems to run much more smoother. Isn't the opposite supposed to happen? <.<'
Not at all.
Fixed pipeline is way more rigid than programmable pipelines (shaders) and is deprecated on modern GPUs and games. As it's really not flexible, more code and CPU is needed to make the same things than simply using shaders, so it's slower, at least on modern GPUs.
Modern GPUs have no more hardware-accelerated fixed pipeline at all (all above Gefore 6xxx for example), so the driver does a sort translation to use programmable ones or just uses the CPU instead so it's way slower.
And since there's almost no benefit of Fixed pipeline over the programmable ones, it's progressively being phased out and drivers/games don't really bother to support it anymore.
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