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Old 11-11-03, 04:07 PM   #100
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Because unless you examine a game closely and make comparison, you won't know when, where, and how IQ gets sacrificed, and you won't know what future areas it might break. What might get broken if the developer makes a core patch or introduces new maps, or modders make their own variants on an engine while unaware of different ways IHV's approach it? And considering how many ways IHV's could optimize only for game benchmarks--without compromizing IQ--how can you trust the numbers OR the quality in comparison to the way the actual game will perform? FRAPS is not repeatable enough yet, and not every game allows one to record their own runthroughs to use FRAPS on, so for right now these kinds of worries are entirely valid. How do you get proper analysis of the future (something very important to consider for any smart consumer) off things we can only see now and can't trust their whole process--the important part--and can just see the visual end-results?
True, but if it breaks future things, then an IHV can only blame themselves. Future optimizations should all be done via in-driver compilers, and these will be extensively tested by simulations for virtually every possible outcome. Thats what NV's huge rooms of servers are for.

Basically, though the ABSOLUTE LAST step may not really matter in this case, all the intermediary ones can have undesirable side-effects, and would just seem to be the wrong paths to reward. It's fragmenting even more an area of the computer world that's hard enough to follow, and that we've spent many years trying to SOLIDIFY.
I dont think its fragmenting. I think alot of things are unifying. Vertex and fragment shaders for example, are currently quite different. In the future, they will have the same instruction sets, and will probably be executed on the same types of units. Doing this enables single compilers to optimize both at the vertex and fragment level.

Change is inevitable in the computer industry though. Especially graphics that seems to move faster than the other parts. Often a problem is this moving too fast, is that there isn't any standards put in place to make sure we go in the right direction. Wasn't it only after NV's cut down precision renderings that MS decided to implement a refrast comparison system?
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