Thanks for the feedback.
I've always thought Humus was one of the best at squeezing performance out of ATI hardware so it's a little surprising to hear his implementation wouldn't fare favorably.
(I guess it's easy to pull good FPS in these types of demos. )
I am still more curious about that R2VB method. I wanna see what Doom 3 runs like when every part of Stencil Volume is done on the GPU (including silhouettes).
I've been curious about this concept ever since I heard the first crabby rants about the CPU expense of the shadows over at Beyond3D after the game was released.
Is it worth being curious about it, or is that method also flawed in some way?
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One other thing on the topic of maxing-out DX9 SM2.0 as a low-end target:
What do you think of using Alpha Test shaders to implement Dynamic Branching on SM 2.0 hardware?
http://www.humus.name/index.php?page=3D&ID=50