![]() Both these cards supported DX9 and Shader model 2.0, with NVIDIA also supporting the 2.0a revision for a few extra features (although it was dog-slow). ![]() NVIDIA then introduced the GeForceFX, which was a DirectX 9.0 part, and ATI the 9700. The 8500 was slightly later to market, and supported Shader Model 1.4, which had been implemented with the revision of DirectX to version 8.1. The GeForce 3 was concurrent with the Radeon 8500. This breakthrough came as DirectX 8 introduced the first widely-used iteration of shaders, Model 1.1. ![]() The GeForce 3, then, was the first programmable GPU, allowing game developers to do whatever they wanted with the card. The technology was concurrent with Direct X 7. However, the card was still fixed function - programmers had to write routines which could execute using routines built into the card. ![]() The GeForce 2 card was a faster version of the 256. Following this, the GeForce 256 GPU was the very first card to fully accelerate a whole scene from start to finish, using hardware-based transform and lighting. This accelerated just pixel processing and rasterisation. Some historyHow about a quick history lesson then? 3D accelerated graphics were first introduced in 1997, with the first 3Dfx Voodoo card. No, not Kate Moss or Naomi Campbell - shader models, Microsoft standards that define the capabilities of graphics platforms. Today, we're going to be getting down and dirty with shader models.
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