On 29 October 2014 13:01, Stefan Dösinger stefandoesinger@gmail.com wrote:
If my theory is right and the clamping originates from a hardware limitation on dx8 cards, it is more likely that there's a d3d8 game that needs the clamping than that there's a d3d9 game that profits from the opposite behavior.
Having less shader instructions is a good thing, although clamps tend to be pretty cheap. But to me it seems a little shaky to justify this based only on the fact that some d3d8 application might regress. It would perhaps be a different story if e.g. this was always set in practice on common hardware.