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- Shader Model 3 0 Farming Simulator 2017
- Shader Model 3 Driver
- Shader Model 3
- What Is Shader Model 3.0
- Shader Model 3 Video Cards
I have a ATI Radeon X1200 (AMD) and i am trying to play COD MW2.
When i try to play, it gives the following error message:
Video card or driver doesn't support vertex shader 3.0 or better.
Requirements: XNA 3.1, Visual Studio 2008 (for source code), a graphics card that supports Shader Model 3.0. This simulates a field of particles. This simulates a field of particles. Physics calculations are done using HLSL with the vertex texture fetch. Nov 15, 2011 ATI Radeon X1200 Series I thought ran Shader 3.0? Iceman8204 Nov 14, 2011, 8:17 PM. Which is the shader model number. I think it is only Shader 2.0, but you may want to check.
But my graphics card is a Radeon X1900 XT, which I thought was shader model 3.0 compatible, so at least the 96 instructions limit shouldn't be there. Going to sleep now. When I try to launch the game, it says that I need atleast Shader-model 3.0 to run it. Could someone help me with this?:) Showing 1-15 of 23 comments Infamous. Oct 1, 2012 @ 2:56pm Sounds like your GPU is outdated. Oct 1, 2012 @ 2:58pm That shader model is based on your graphic card, it's not some kind of an software that.
Now, is this in my case a card or a driver problem?If a driver problem, can someone give me a download link to an update?
Thanks in advance.
Sathyajith Bhat♦53.6k3030 gold badges159159 silver badges254254 bronze badges
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2 Answers
Your card doesn't support ShaderModel 3.0. Only way is a hardware upgrade.
Citations & Additional details
- While for the AMD 690G chipset, the IGP is named 'Radeon X1250', as for AMD 690V chipset, the IGP is clocked lower and having fewer functions and thus named 'Radeon X1200' - Reference 1
- Chipset models in the series (excluding RD690 and RX690) feature an Integrated Graphics Processor (IGP) [...] based on Radeon R420 and contains 4 pixel pipelines capable of Shader Model version 2.0b with DirectX 9 and OpenGL 2.0 compatibility but lacks hardware vertex processing- Reference 2
- For 690V, 'Radeon X1200' was the name of the IGP, with clock frequency of 350MHz. The major differences between the 690G and 690V chipsets is that the 690V chipset lacks support for TMDS output and no HDMI output, therefore limited to VGA or LVDS output only - Reference 3
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Try to first to update your video driver to the latest version (from the manufacturer's site, not thru Windows Update).
Some info regarding your O/S would be helpful.
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- Date:
- Sunday , April 25, 2004
- Author:
- Brent Justice
- Editor:
- Kyle Bennett
Shader Model 3.0
NVIDIA recently distributed SM3.0 Screenshots and they got a lot of you asking questions. What was NVIDIA trying to show us with the screenshots from the FarCry game engine? We examine these differences and tell the truth about SM3.0.
Introduction:
NVIDIA recently released screenshots to the media using the FarCry engine that exclaim to show the advantages of using Shader Model 3.0 in a game. For those of you that don't know, the FarCry game engine looks like it will be one of the first 3D retail game engines to support Shader Model 3.0, aka 'SM3.0' Why is this important to you and why would NVIDIA be pointing this out when there are no games that utilize SM3.0?
The same answer to both questions is a simple one; marketing. NVIDIA's new NV40 technology, used in their GeForce Series 6 GPUs, will have support for SM3.0 and it is heavily rumored that ATI's next-gen technology will not support SM3.0. As any good marketing department does, they help sell their product based on features that the competition does not have. Will this truly mean anything to the gamer though?
Before we present these screenshots to you, that do in fact give us one of our first realworld looks at the power of SM3.0, we want to deliver to you a 'bigger picture.' The screenshots from NVIDIA were supplied with very little information and we feel as though that lack of information might have given a person comparing them the wrong impression. We have been in contact with NVIDIA to get the needed information and we will share that with you along with our thoughts and content developers thoughts on Shader Model 3.0 as well.
Current-generation ATI VPU technology embraces SM2.0 while NVIDIA's brand new NV40 GPU does the same. It is our opinion that SM2.0 is technology we are likely to see have the greatest quality impact on our gaming experiences through this next year with it being very possible that SM3.0 will see more uses in marketing than in-game content.
Now days you will see the terms 'SM3.0', 'Pixel Shader 3.0 / PS3.0' and 'Vertex Shader 3.0 / VS3.0,' thrown around with abandon and it can be sort of daunting, but if you are in the know it is quite simple. Shader Model 3.0 is the set of instructions that contain both Pixel Shader 3.0 and Vertex Shader 3.0. All previous versions of Shader Model are subsets of the greater instruction set. So, SM3.0 incorporates SM2.0, SM1.1, and other previous pixel and vertex instructions sets.
With that said, there is no doubt that SM3.0 is going to be a great advance when it is fully utilized and NVIDIA is breaking ground in this area.
The NVIDIA SM3.0 Screenshots:
The first four screenshots below are the full size images NVIDIA sent that certainly focus on how much more Image Quality or 'IQ' that SM3.0 can bring to gaming content. Please do note these have been compressed in file size to allow a manageable format.
Shader Model 3 0 Farming Simulator 2017
![Model Model](/uploads/1/2/6/3/126300811/843823344.png)
The two graphics below are the same screenshots from above done in a side-by-side format, so that you can compare them easier on your screen. Obviously the SM3.0 images are quite a bit more impactful than the SM1.1 shots.
Here is what we know, all the screenshots were taken in a CryEngine tech demo. They were not taken from the retail game, FarCry. These were taken as a demonstration to show what the technology is capable of. The first screenshot is running in Pixel Shader 1.1 mode. The second screenshot was taken on a GeForce 6800Ultra video card running in Pixel Shader 3.0 mode with Release 60 series driver and DirectX 9.0c Beta.
NVIDIA states that the effects being rendered in the Shader Model 3.0 screenshots are using Displacement Mapping for the walls and stone textures, like the Buddha. They also state that shaders are being used for many of the environmental surfaces and incorporate specular lighting where appropriate. The only effect then that is unique to these screenshots in Shader Model 3.0 is Displacement Mapping; it appears to HardOCP that everything else could be done in Shader Model 2.0.
The idea with these screenshots from NVIDIA is to show how much of an advantage Shader Model 3.0 has with image quality in a game. However, the comparison is not hitting at the heart of the image quality debate between Shader Models in DirectX. These screenshots compare Shader Model 3.0 to Shader Model 1.1. The most important comparison on everyoneآ’s minds is will there be any image quality differences between Shader Model 3.0 versus Shader Model 2.0.
Shader Model 3 Driver
Here is all of what NVIDIA PR had to say about the screenshots when they released them.
The following before-and-after images are from the CryEngine. Developer Crytek uses Shader Model 3.0 techniques (vs. 1.x shaders) to add more depth and realism to the scenes. Notice the more realistic look and feel when SM 3.0 is applied to the bricks and stones that make up the staircase. In the scene featuring the Buddha, the full image comes to life with the use of SM 3.0, with the technique applied to multiple objects.
While this is certainly true, we think the consumer needs to know a bit more details to help facilitate a good buying decision when then time comes.
Shader Model 3
Our SM 2.0 FarCry Screenshots:
First we thought it prudent to compare realworld in-game SM2.0 screenshots with NVIDIA's marketing screenshots to give us an up-to-date feel for Image Quality in FarCry and what SM3.0 promises. The screenshots below were rendered in the retail version of FarCry with patch 1.1 on a Radeon 9800Pro with Catalyst 4.4 driver and every game video detail set to their maximum values (PS/VS 2.0).
Note that our comparisons are NOT the same exact same screen capture positions use by NVIDIA in the CryEngine tech demo. Ours are simply screenshots from the retail version of FarCry, using SM2.0 and hardware technology that anyone could purchase for well over a year.
We tried to find the best examples in the game that showed off features that were seen in the Shader Model 3.0 screenshots. We have cut out portions of the full size screenshots and compared them side-by-side to a portion of the Shader Model 3.0 screenshot so that you can compare them on your screen easier.
In the picture above what we are looking at is to see how the water can be rendered with Shader Model 2.0 compared to the water displayed in the Shader Model 3.0 screenshot. As you can see it appears that the water is able to have reflection and refraction properties just like the water in the Shader Model 3.0 screenshot.
In this next screenshot we can try and compare how the statues in FarCry look with SM 2.0. The effects we see with the SM 2.0 statue are specular and bump mapping with a light particle effect up at the top coming from the sky. The main difference from the SM3.0 statue is that the SM2.0 does not use 'Displacement Mapping.' So when you move right up to it you can see that physically the texture is flat. The illusion of bumpiness only occurs when you are some distance away from the statue.
Here is one of our favorite realworld definitions of Displacement Mapping from a now nonexistent page from this website.
A technique that allows you to move an object's vertices so that, during the rendering process, the object's geometry is altered to create a bumpy surface. Unlike regular bump mapping, the edges are visibly raised and can cast shadows. The roughness of the 2D texture is used to adjust the degree to which the object's geometry is displaced. Displacement mapping only alters the object's geometry in the rendered image and not the scene, so you can create highly complex objects without having to actually model them.
The two pictures at the bottom show us another statue in this game of an elephant. When you move close to the elephant you can see that there is a very detailed shader effect being applied to it with Shader Model 2.0.
In another apples and realworld oranges comparison, we have to think our SM2.0 staircase looks a bit more realistic than the SM3.0. The SM3.0 staircase does show Displacement mapping being used on some of the stones forming the wall, but it looks as though little was done with SM3.0 to bring reality to the example.
What Is Shader Model 3.0
Another comparison we wanted to point out that is a basic scene with little discernable difference between SM3.0 and SM2.0.
Shader Model 3 Video Cards
If youآ’d like to view the full size screenshots we took with Shader Model 2.0 to make your own comparisons which we suggest you do, you can download them in a zip file (2.2MB).