Pixel shaders are a type of computer program that are used to make the colors and effects of individual pixels on a screen look more realistic and detailed. They help create the image you see on your device and make it appear more visually appealing.
Full definition
Video card Required / at least 256 MB memory and DirectX 9 - compatible with support
for Pixel Shader 2.0 b, Recommended / 512 MB + memory and DirectX 10 - compatible
1024
MB Pixel Shader 3.0 (NVIDIA GeForce GTX 260 / AMD / ATI Radeon HD4850 / Intel HD Graphics 4000 or better) DirectX: Version 9.0 c Storage: 8 GB available space Sound Card: DirectX 9.0 c compatible sound card
OS: Windows XP or higher with latest Service Pack Processor: 2.3 GHz Dual Core or AMD Memory: 1 GB RAM Graphics: 512 MB video
cards Pixel Shader 4.0 (Geforce 8xxx - ATI HD2xxx) DirectX: Version 9.0 c Hard Drive: 8 GB available space
We also worked to eliminate all uses of alpha -
kill pixel shader operations, as certain mobile graphics processors does NOT like these.
That's a static resolution approach, which doesn't scale too nicely with the increased performance demands of deferred rendering and most novel techniques attached to it (
complex pixel shader, post process effects, screen space effects, etc...).
Order Independent Transparency, Volumetric shadows and advanced HDR rendering powered by Intel's
Pixel Shader Ordering Extensions are just some of the advanced technical features that serve to put gamers in the race like never before.»
Recommended: OS: Win XP, Vista, Seven, 8 Processor: 2.3 Ghz Quad Core or AMD equivalent Memory: 8 GB RAM Graphics: 1024VRam DirectX10
GPU Pixel Shader 4.0 DirectX: Version 9.0 c Hard Drive: 8 GB available space Sound Card: DirectX 9 sound device
The game's original developers have teamed with the Neverwinter Nights community to build in fan - requested gameplay and UI improvements, and the graphics now include advanced features such
as pixel shaders and support for 4k displays.
New: optimized
BasePass Pixel shader to not have to combine two bits to create a new value from the PrimitiveBuffer
OS: Windows 7 / Vista / XPProcessor: Intel Core 2 Duo E6600 or AMD Phenom X3 8750 processor or betterMemory: 1 GB XP / 2 GB VistaHard Disk Space: At least 7.6 GB of SpaceVideo Card: Video card must be 256 MB or more and should be a DirectX 9 - compatible with support
for Pixel Shader 3.0
1024
MB Pixel Shader 3.0 (NVIDIA GeForce 8800 / AMD / ATI Radeon X1600 / Intel HD Graphics 3000 or better) DirectX: Version 9.0 c Storage: 8 GB available space Sound Card: DirectX 9.0 c compatible sound card
3D graphics processor with Vertex and
Pixel Shader capability with 128 MB VRAM such as an ATI Radeon X1600 or NVIDIA 7600 class card or better
Minimum: OS: Windows XP, Vista, Seven, 8 Processor: 2Ghz Dual Core or AMD equivalent Memory: 2 GB RAM Graphics: 512 MB video
cards Pixel Shader 4.0 (Geforce 8xxx - ATI HD2xxx) DirectX: Version 9.0 c Hard Drive: 8 GB available space Sound Card: DirectX 9 sound device
Advanced Graphics Options:
Pixel shaders and post-processing effects make for crisper, cleaner visuals.
Shadow map rendering: Actual vertex and
pixel shader is defined in the material graph.
The pixel shader is only used for masked or translucent materials.
(Local > World in the vertex shader then world to tangent in
the pixel shader.)
Actual vertex and
pixel shader is defined in the material graph.
OS: Windows XP / Windows Vista / Windows 7 / Windows 8 Processor: Intel Core 2 Duo 2.2 Ghz or AMD Athlon 64 X2 5000 + Memory: 1 GB RAM Graphics: 512 Mb RAM, supporting
Pixel Shader 3.0 (Nvidia GeForce 8800 or ATI Radeon HD3850) DirectX ®: 9.0 c Hard Drive: 8500 MB HD space Sound: DirectSound compatible sound card Additional: Game uses resources streaming to avoid loading screens therefore SSD or fast HD is highly recommended
There's not much else to see on the site except for Tamsoft's experiments with
pixel shaders and the same sorts of environment seen in the first two games (plus upgrades).
At night,
a pixel shader is used to cast torch light and shadows.
OS: Windows 7 or higher with latest Service Pack Processor: Intel i3 - 530, 2.93 Ghz / AMD Phenom II X4 940, 3.0 GHz Memory: 4 GB RAM Graphics: 1024 MB video card,
Pixel Shader 4.0, DirectX10 GPU DirectX: Version 9.0 c Hard Drive: 8 GB available space
See
my Pixel Shader Example post for a full description of this AGAL code.
«uh ok... what's
a pixel shader?
If you go back and look at
the pixel shader you will see we multiply the y value by perspectiveCoords.x.
if you have to have
pixel shaders and realtime lighting then stay clear as you will be returning to the shop in a few hours.
A few upgraded models here and there, dynamic lighting,
pixel shaders, that's about it for improvements.
I had written
a pixel shader a while back that masked pixels based on transparency value against a given threshold.
We migrated from 2D gaming to full 3D adventures and pixel graphics to
pixel shaders, but where do we go next?