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APIs, programmers can now develop shader programs utilizing
these technologies and techniques:
Infinite length shader programs:
With CineFX 3.0
there are no hardware-imposed limitations on shader
programs. The technology and speed advancements of
CineFX 3.0 ensure that longer programs will run
blazingly fast.
Dynamic flow control:
Additional looping/branching
options and new subroutine call/return functions give
programmers even more choices for writing efficient
shader programs.
Displacement mapping:
CineFX 3.0 allows vertex
processing with textures, providing a new level of depth
and realism to every component, surface, and character
in a scene. Displacement mapping allows developers to
make subtle changes in a model’s geometry with very
little computational cost.
Vertex frequency stream divider:
Effects can be
efficiently applied to multiple characters or objects in a
scene, providing individuality where models are
otherwise identical.
Multiple Render Target (MRT) technology:
MRTs
allow for deferred shading, a technique where the
lighting of a scene can be done after rendering all of the
geometry, eliminating multiple passes through the scene.
Photorealistic lighting can be created while avoiding
unnecessary processing time for pixels that do not
contribute to the visible portions of an image.
With the increased horsepower provided by the CineFX 3.0
engine, developers can create more unique game features and
effects than ever before. New effects include subsurface
scattering, providing depth and realistic translucence to skin and
other surfaces; soft shadows for sophisticated lighting effects;
accurately represented environmental and ground shadows; and
global illumination for incredibly photorealistic lighting. All of
these effects can be combined to create intricate, detailed, true-
to-life scenes that completely immerse you in the game
environment.