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Feature: Shader Profile Performance
Differences
in Splinter Cell: Chaos Theory
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Screenshots
All screen captures were taken at
1024x768 from the Lighthouse mission level. The first set
of shots show the visual differences between all three shader
profiles, with all selectable features available to each profile
enabled. The profile 1.1 and 2.0 screenshots were taken with
the Radeon X800 XT and the 3.0 shot using the GeForce 6800
GT.
Note: The images below direct link
to png files that are ~ 1MB in size.
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| Profile 1.1 |
Profile 2.0 |
Profile 3.0 |
The lack of parallax mapping and soft
shadows is very noticeable between the 1.1 and 2.0 profile
shots. The lighting between the 2.0 and 3.0 profile shots,
however, while subtle is still noticeably different. The following
screenshots do a better job in showing this difference.
Because of the confusion surrounding
the HDR feature now available with the new 2.0 profile, the
following screenshots are intended to display the visual differences
between the two graphics boards used for this article. All
features are enabled in these shots.
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| Profile 2.0 HDR |
Profile 3.0 HDR |
The most noticeable difference is
that the specular lighting is much more pronounced with the
3.0 profile's HDR output and the entire scene isn't quite
as dark as with the 2.0 profile. Interestingly enough, the
2.0 profile shows no visual difference with or without tone
mapping enabled.
Conclusions
With this new patch, Radeon
board owners can finally enable some of the visual effects
in Chaos Theory that were formerly relegated to only the 3.0
shader profile. While it's questionable exactly what the 2.0
profile is doing with HDR enabled since no ATI hardware currently
on the market supports FP blending, features such as parallax
mapping and high quality soft shadows add nicely to the visual
quality of the game. The new profile's use of higher precision
in its shaders also gives the nice benefit of removing the
banding in the specular lighting that could be very distracting
on certain mission levels. And while the best aspect of the
1.04 patch is inarguably the new 2.0 profile for ATI users,
it's unfortunate that the profile is limited to only Radeon
boards. Though blame could perhaps be ultimately laid at Microsoft's
doorstep for repeatedly segmenting DirectX through the API's
various generations with these models that represent differing
hardware capabilities (a situation that will hopefully be
rectified once and for all with DirectX10), Ubisoft is basically
defeating the purpose a commonly supported API brings to the
market through the creation of technology inflection points
game developers can seek to target. Chaos Theory's suite of
shader profiles could just as well be renamed as ATI and NVIDIA
profiles, a situation most PC gamers should feel at least
some degree of aversion toward; while no one expects the two
graphics companies to engineer chips that are mirror copies
in terms of capabilities, performance, and supported features,
who enjoys spending 100s of dollars on a new graphics board
that cannot enable a visual effect it fully supports in hardware
and is perfectly capable of using? This type of proprietary
support rightfully belongs in the console market with its
fixed hardware platforms. It will be very interesting to see
in the coming months whether or not Chaos Theory's shader
profile 3.0 will work with future ATI hardware that supports
Shader Model 3.0, or if that profile will remain closed to
ATI just as the 2.0 profile is currently closed to NVIDIA
hardware.
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