fatslob-:O said:
Then it's not a shader by definition since they are programmable units ... What the Gamecube has is a pre-cursor to programmable pixel shader like the TEV units or what Nvidia calls register combiner's ... There's other ways to do normal mapping via multiple passes like Pemalite pointed out but that's not useful since it eats up tons of bandwidth alive but the PS2 certainly did it that way when it had 4MB of extremely fast eDRAM on the GS ... Even if you can't output in 720p it was still useful to render at higher resolution since you were practically supersampling the image ... |
The TEV unit was not as flexible or as capable as the newer shader systems used by PS3/360/Wii U. As such, there's a clear divide in shader tech between Gamecube and the aforementioned systems.
And again, did any actual GCN games ever use a HD internal resolution? Even if they did, the fact it can't output it means Zero's output resolution alone puts it beyond what Gamecube could do.








