What effects were easier to implement using pixel and vertex shaders as opposed to standard techniques?
Since we wrote our own lighting equations in 4X4 EVO 2, it’s much easier to have the vertex shader do them. For vehicles, we used our own “gloss” technique to make the trucks and SUVs reflect and get dirty, so we designed custom vertex and pixel shader routines to do this in one pass. Real time reflections are significantly easier thanks to the built in functions of the vertex and pixel shaders and texture projections, whether they are for lights or shadows, are significantly less CPU intensive on a GeForce3 because you can offload much of the work to the shader units. The raw power of the GeForce3 allows you to push a lot of polygons without your computer coming to a screeching halt. What is the highest amount of polygons an end-user could see in a given scene? 4X4 EVO 2 can push about 200,000 polygons in a scene with all effects turned on. With all the high quality models and detailed textures 4X4 EVO 2 is stunning. What are you doing to efficiently handle the incredible loads needed