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Atomizer
07-27-09, 07:25 PM
Yeah, you're pretty much right that doing large oceans using this system wont be very effective, not to mention if you are creating more water particles then they can be taken away(in the video it looked like there was a drainer on the far end that could "kill" the water particles to create new ones, thats why it didnt spill out of the level).
One way I remember coming up with years ago before PhysX was even made(Obviously got in over my head back then), was to do a particle based simulation using metaballs, but as particles touched eachother, forming pools of water, the particles would actually merge into larger particles, so if you had a large body of water, the particles would be much larger then ones spewing from a firehose, and given enough energy, it can break those particles up again into smaller ones, the original idea I had was for a rainfall system where rivers would form naturally on the world(yes yes, even now its not yet possible), and as the water flowed down if there was say a rock in the path, the water particles would hit the rock and split back into smaller particles, giving you a nice spray rather then large blobs, then as the particles reconnect with the river they would merge to become larger, easier to calculate partices.

Generally the more particles surrounding the larger they could become, so on the surface of the water you would have smaller particles then on the riverbed.

The best thing is they are just particles with a radius for collision purposes, you can use whatever you want to draw them, so for the small fine spray particles I pictured them being sprites, or traditional billboard particles, rather then actual spheres.

But regardless of all that, yeah that water video was mainly just to show off whats possible, rather then to say I want that water in games, I want that level of physics in games :)

This is what I really wanted to show off, but could not find the video before, somewhat more of a practical demo(and havok, not physx):
http://www.youtube.com/watch?v=IJ0HNHO5Uik&hd=1

josiahsuarez
07-27-09, 10:11 PM
back on topic, Fuad now says "Septemberish" for R800

http://www.fudzilla.com/content/view/14814/1/
RV870 has RV770 design concepts
Written by Fuad Abazovic
Monday, 27 July 2009 19:38

But DirectX 11


We’ve confirmed something that we’ve heard a long time ago, but we could not second it. Now we know that RV770 design concepts are the guidelines for the design of ATI's upcoming chip that well all keep calling RV870. This Evergreen generation chip has the same design concepts but you can expect faster speeds and more shader units.

The shader units are changed in order to accommodate DirectX 11 needs as this is the big focus of the chip. The chip is still scheduled for late Q3 2009 introduction, most likely Septemberish time and it will undoubtedly be the first Direct X 11 chip on the market.

Nvidia’s GT300, a next generation chip that also carries another codename but all keeps calling it GT300, is as far as we know the new architecture, something better than GT200 and you should expect some radical design changes.

and in another post he says there is working hardware

http://www.fudzilla.com/content/view/14815/1/

We saw Evergreen, DirectX 11 card
Written by Fuad Abazovic
Tuesday, 28 July 2009 03:44

First hand experience


We can confirm that today at 1 AMD place in Sunnyvale we had a chance to see DirectX 11 card, up and running. We had one in our hands on one of the cards and we’ve seen one running a few DirectX 11 technology demos. So DirectX 11 hardware from ATI is real and not a power point presentation.

The card is a prototype and it will probably launch later this year. So far, everyone is keep calling the card Evergreen. However, we insist in calling the card RV870 and we can tell you that this should be a performance card, not a cheap one.

From what we’ve seen, it can do tessellation and few other tricks from DirectX 11 SDK kit. The general idea is that ATI is definitely ahead of introducing DirectX 11 hardware and this one is ought to be a 40nm chip. We don’t know about the general performance, it’s still too early for 3Dmark scores.

there you go. 2 months to DX11 land :)

josiahsuarez
07-27-09, 10:14 PM
oh, and GT300 still on for November.

http://www.fudzilla.com/content/view/14810/1/
GT300 to launch in Q4 2009
Written by Fuad Abazovic
Monday, 27 July 2009 19:07

Late, but volume shipment in Q1


Once more we have confirmed that the chip that we call GT300 is on schedule to launch in 2009. The way it looks now the chip should be launching roughly in November timeframe and of course it will be a high end product.

Nvidia has put in a lot of effort in order to beat ATI and keep the performance leadership, as this is something it cannot afford to lose. The real volume shipment of Nvidia’s new DirectX 11, 40nm high end part should be expected in early Q1 2010 but since $599+ products are not selling in millions of units, Nvidia should be able to ship sufficient cards to consumers.

Even if something goes wrong, Nvidia will still show its hardware in late Q4 2009 just as they did with Geforce GTX 295 dual chip and ship it in early Q1 2010, as the strategy worked last time.

AdamK47
07-28-09, 01:13 PM
My GTX 280s in SLI are still good, but I want something new and significantly better now! NOW!!!

Armed_Baboon
07-29-09, 12:51 AM
My GTX 280s in SLI are still good, but I want something new and significantly better now! NOW!!!

you've got to be joking... so you can play crysis and stalker?

Atomizer
07-29-09, 01:47 AM
Being a 8800GTX owner, I havent had anything worth upgrading to for awhile, I honestly cant wait for the GTX300 and R800 series to be released, since its about time I upgrade(even though I can run anything I want fine currently), one major reason: DX11