![]() But this means that GPU will get vertex data directly from VRAM, not from system RAM, therefore it will use some VRAM bandwidth for vertex data transfers. ![]() Hardware T&L is almost useless without proper support for hardware vertex buffers (that is, the ability to store vertex data in VRAM). What I want to say is that, even if you think that a particular game is T&L limited, it may actually be bandwidth limited. Imagine the performance drop Kyro II suffers when it eats up its limited bandwidth with W-buffer reads. The internal Z-buffer gave some rendering errors that had to be fixed by forcing an external W-buffer. But this was not the only problem Kyro II had with Giants. ![]() ![]() That was an incredibly clumsy workaround that prevented Kyro II from using Dot3 bump mapping. I read somewhere that Giants developers did look for Dot3 bump mapping caps by checking HW T&L availability, instead of checking D3DTEXOPCAPS_DOTPRODUCT3 flag by calling IDirect3D::GetDeviceCaps() API. But it doesn't mean that the problem was related to T&L itself. Graphics cards without HW T&L did have problems with this game, indeed. One of the mentioned games is Giants: Citizen Kabuto. Leileilol pointed out some T&L demanding games in this thread about Kyro II: BTW can anyone name a game from the GF 256/GF2 times in which T&L actually mattered?
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