I remember the code patch discussions, but I thought more stuff will come from it. And it was only silence.
Somewhat related:
DX8.1.... My rant about shaders begin:
Lighting is in a shader. It can be using using per-vertex lighting(if it is, still the game looks unbelievably beautiful.). Somewhere around there there is a shader:
max r6.xy, r6.xy, CV_ZERO ; max(N.L, 0.0f)mul r7, r6.xy, r5.xy ; factor = max(N.L, 0.0f) * attenuationmul r8.xyz, c[CV_LIGHT0_COLOR].xyz, r7.x ; vertex_color = light_color0 * factor0mad oD0.xyz, c[CV_LIGHT1_COLOR].xyz, r7.y, r8.xyz ; vertex_color = light_color1 * factor1
-random example 1
Actually there is definitely a vertex one and a pixel one. And by looking how the engine looks today (I kinda like it.), I am sure it is in better position than we think.
It is possible there are some textures going into these shaders. Maybe only 2 or 6(diffuse, detail, gloss, bump etc.). If only 2 textures are going in, I don't know how much we can abuse/hack it. 1 texture can have 4 channels which can increase possibilities. Diffuse + 4channels(normals.x, normals.y, height, glow), the game isn't using more anyway.
The real deal is, by the increase in clock speeds, we can do some brute force there: by doing our calculations and letting GPU cycles do the rest. We can extend the shader to make per-pixel lighting instead of per-vertex lighting by changing-moving some calculations between/in pixel and vertex shaders.
dp3_sat r0, v0_bx2, t0_bx2mov_sat r0.a , v0_bx2.bdp3_sat r1, v1_bx2, t0_bx2add_sat r0.rgb, r0, r1 // diffuse+specularmul r0.rgb, r0, r0.a // apply self-shadowing
-random example 2
Maybe one of the texture registers can be hacked to be used as something else like bump maps. one of the clean ones, detail maps for example or one of the least used one: dark maps??. And its code can be altered as a bump map calculation.
I don't know what I am talking about, but I want to believe someone can locate those shader codes somewhere deep in the engine and change them to better, environment to dot3 bump mapping or some way to have both, maybe Hrnchamd if returns and willing to do this...
A DX8 demo with simple shaders doing per-pixel lighting, self shadowing, bump maps and many more:
http://realtimecg.gamedev-pt.net/downloads/illuminatu.rar
(Very blinding demo reel from the guy behind Crysis!, shadows are problematic but overall good. I find it somewhat funny that he is inspired by Doom and Halo. And his tutorials are hardcoe:
http://realtimecg.gamedev-pt.net/index.htm)
PS. BTW, I will have some stuff regarding shadows. I think I am about to close a gap between Oblivion and Morrowind graphics wise! And I may able to give
ONE Oblivion looking character shadow to the PC. But it is still experimental stuff. Just wanna show how not complicated things are.