Thats just it, 2.0b might need to do two passes to do hyper realistic water than 3.0 can do in one pass. It will look the same though.
Realistic fire might take one pass in SM4.0 that might take two in SM3.0, it never ends... But I think its heading in the wrong direction, there are only less than a handful of visual effects that actually need a shader model that is that *deep*.
Its sort of like the Intel Prescott pipeline, it *can* do more, but the long multi-instruction pipes start to become cumbersome for simple tasks. Thats why there are SSE specialized instructions. I'm thinking Nvidia and Ati should be concentrating on specialized particle effects rather then generalizing larger and longer pipes that will mostly go unused.
Realistic fire might take one pass in SM4.0 that might take two in SM3.0, it never ends... But I think its heading in the wrong direction, there are only less than a handful of visual effects that actually need a shader model that is that *deep*.
Its sort of like the Intel Prescott pipeline, it *can* do more, but the long multi-instruction pipes start to become cumbersome for simple tasks. Thats why there are SSE specialized instructions. I'm thinking Nvidia and Ati should be concentrating on specialized particle effects rather then generalizing larger and longer pipes that will mostly go unused.