Posted 4 hours ago
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I won't go into specifics, but it has to do with the fact early Nvidia drivers treated depth in a different range than it is common today, and the game is mostly a direct XBox port to PC. Ubisoft probably decided it's not worth correcting the game engine and doing a re-release.
Fun fact, dxvk has recently added support for this feature (alternate dref scale and Nvidia Shadow Buffers), so both the original Splinter Cell and Pandora Tomorrow work just fine with it: https://github.com/doitsujin/dxvk/pull/4660 . The added support will be included in the next release.
It was called Nvidia Shadow Buffers, and was also an XBox feature. Nvidia hardware later dropped support for it mostly because with d3d9 you had other ways to achieve the same effect (and also deferred shading became more common).
Post edited 4 hours ago by WinterSnowfall