Before we show you the GeForce FX DX9 shots, lets first go over the DirectX 8.1 screenshots we took in the previous article. All screenshots are taken with 4xAA/8xAF:
GeForce FX 5950 DX8.1
Cave scene with DX8.1
DX8.1 overhead shot
Predator scene with DX8.1
5th DX8.1 shot
Marble slate looks good with 8.1
And now, GeForce FX with DirectX 9:
GeForce FX 5950 Ultra with DX9
Cave scene with DX9
Overhead shot with DX9 looks similar to 8.1, no water to ripples though
DX9. Predator looks similar here
GeForce FX 5950 DX9
Where did the water go?
Based on our screenshots, the enhanced DX9 water we just mentioned on the first page has apparently taken a complete disappearing act when run on GeForce FX, it’s completely transparent! This is likely a bug in the DX9 path that pops up with GeForce FX. We can however, see the full resolution displacement mapping in use along the cave walls:
GeForce FX 5950 Ultra DX8.1
GeForce FX 5950 Ultra DX9.0
Here’s the original DX9 shot we took of the same wall with GeForce FX 5950 using the “mat_dxlevel 90” console command:
Incorrect GeForce FX 5950 Ultra DX9.0
As you can see, there’s a significant difference between the displacement maps used in DirectX 9 versus DirectX 8.1. The full resolution displacement maps used in the DX9 path don’t have the exaggerated look of 8.1 (although some of you in the comments preferred 8.1). When we compare the new GeForce FX DX9 scene above with RADEON 9800 XT, we can confirm that we’re now running with the DX9 path properly enabled:
RADEON 9800 XT DX8.1
RADEON 9800 XT DX9.0
Next let’s see how the different paths and cards look in de-dust with Counter-Strike: Source.