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#13 | |
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MAXIMUM TECH
Join Date: Jul 2003
Location: Indiana
Posts: 12,202
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WOW you guys are still arguing over this game?!
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- "My name is RAM and my tank is full" http://warhawk64nv.mybrute.com/ <-- pupils go thaarrr! Or,http://silenthunter64.mybrute.com |
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#14 | |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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Definately wasn't my intention. It was a comical hindsight. Thats all.
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#15 | |
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To be honest I'm not really interested on your views about what developers target when they make games. I was speaking specifically about your Sm 3.0 and Geforce 6 comment, which was flat out bs, and some of the things you posted after. Its a public forum, so when you make an assertion based on nothing but your personal opinion you should expect to get called on it. And I didn't feel duped at all. A lot of other people did though, which you've mentioned yourself over and over again. I never wrote that Sony advertised EQ 2 as anything. I said nvidia advertised it. Thanks, having this kind of debate with you is really pointless. About your thoughts on the matter. Chris, I'm getting the feeling that its not just the stuff you posted then that's meaningless. |
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#16 | |
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#17 | |||||||
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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The only irony in this thread is people like you who still seem to believe that EQ 2 stuttering problems and underwhelming performance were related to the shader implementation. When infact it had nothing to do with that at all. As I said. Anyone can load up a Geforce 6/7 card these days and get no stuttering at all. Even more amusing is your attempt to turn this into some ancient X800 verses Geforce 6 debate like anyone gives a rat's colon anymore. I spent more time working on this issue with Nvidia than perhaps any other large software problem I have dealt with to date. Now if you want to pick at someone. I'll try picking at you for a bit, Quote:
http://www.nvnews.net/vbulletin/show...&highlight=Cry Quote:
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Next time you want to "educate" me on the irony of game code and how "Delusional" I am. At least understand what the hell you are talking about when you reference technology. Because you dont seem to know a damn thing about what you are talking about. Also do me the favor of not quoting me out of context in this silly post war you are trying to have with me. Those posts are nearly 5 years old. Who cares? All they show is I dedicated an enormous amount of my personal time to bug testing EQ 2 for Nvidia. Quote:
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#18 | |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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I would love to post my e-mail correspondant with Nvidia on this issue. I cant however since I am restricted by NDA regarding most of my e-mail conversations with Nvidia due to the issues of driver patents and other various NDA issues. Am I pissy about this? Yes. Paticularly because you've taken the time to spit on something that I put alot of time and effort into back when it was relevant to alot of people. Needless to say. I'm done arguing with you. I've already lost my patience. This is not worth losing my temper over. Hence I'm done.
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#19 | |
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I'll hit the rest of your post a little later. But these portions are pretty laughable. The reason PP wasn't exposed in HL2 has NOTHING to do with performance benefits. Of course PP has performance benefits. The reason HL2 ran without explicit PP shaders is because PP was never considered to be full DX 9.0 spec, and FP16 shaders often compromised quality. Valve was never happy with nVidia's solution, so they didn't use it. That's it. Anyways NV30/35 drivers "did" force pp in HL2, flaggin certain shaders and replacing them with pp versions exposed through the drivers. Ex: http://techreport.com/articles.x/5642. Like you just said yourself, PP was introduced in the 2nd revision of Dx9.0. It was a shoehorn attempt by nvidia to give the NV30 a chance to compete. The reason it's called partial precision is because it quite literally is not the full precision required by Direct x 9.0 at a minimum. That's why you have to flag the shader. No need to educate me on things like this Chris. Here, maybe you should read up on this yourself before berating me with unsupported claims: http://www.beyond3d.com/content/interviews/23/ B3D: "Note the word "choices". DX9 specifies that for hardware to be DX9 "compliant", the minimum specification for floating point is 24-bit. 24-bit Floating Point is essentially equivalent to 96-bit colors" About 6800. I even provided the links (beyond3d evaluations in my 1st post). The 6800 was FP32 throughout the pipeline of course. However the use of PP alleviated some register pressure, and freed up ~30% performance, depending on the shader (some received no benefit). The 6800 was slower in a vast # of shaders, 1.1 to 2.0, so using PP where possible was still preferrable, although not nearly as critical as in NV30/35's case. Still, with 1.1 shaders you could find examples where ATI's 2nd gen DX 9.0 part performed twice as fast as NV40. In some cases the pp version allowed the Geforce 6 to catch up, or even take over in performance compared to ATI, although of course, in many cases register pressure wasn't a bottleneck and 6 series received no performance gains. Again, all the information is out there. That's why I'm saying discussing this with you isn't going anywhere. Let's just drop it ok? No one is trying to "educate" you. I really don't care what you believe. It's just that certain things are true, and some of what you're claiming isn't. Like in the above quoted. Literally all of the empirical bits are wrong (minus your dedication to EQ2..). See unlike you, I enjoy facts! Btw, the fact that you beta tested drivers for nvidia really doesn't impress me. I think it'd be interesting to talk about in a different context. There is a reason why students of debate are taught to immediately call out argument from authority (it's an obvious logical fallacy). You'll never see good logicians or politicians supporting empiricist assertions with their authority in the subject matter. It is immediately picked apart and you look like a fool (because really, what does your authority have to do with the validty of a fact...it is either true or not true). Anyways, I've alraedy given you props for being involved in the exposure of EQ2 as a non-SM3.0 game. So no need to stuff our faces with what we already give you credit for.ngs when you do that. It achieves the opposite effect of what I know you're intending. |
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#20 | |
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Fine, so you're telling me that nvidia spent a bunch of time optimizing its hardware to run the game well? Great, I guess I'll take your word on it. Its what the company was doing from Nv30 up until G71. So it just had less to fix during Geforce 6 days because the 6 series was a significantly better engineered part. I'm not sure if NV40 did any shader replacement, but I'm certain that I could dig that up. Ok, why are you telling me this? Are we clear buddy? |
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#21 | |||||||
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#22 | |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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Quote:
You keep to seem operating under the assumption that this performance problem had anything at all to do with shader performance. It didn't. It was an entirely different issue. There are many functionality issues with a graphic card that go beyond just its shaders. And this issue just happened to be one of the ones that wasn't related to shader performance. As I said in a prior post. The only reason I dumped EQ 2 shader code was to point that the performance problems were completely unrelated to SM 3.0. Which alot of people believed at the time. Performance variables between the X800/geforce 6 or any piece of hardware are not just limited to the capability of its shader units. Pixel Fillrate, Texture fillrate, Zfill, AA Cycles within the ROPS all play an integral role in performance of a piece of hardware. At which point. I have gone past the point of sheer annoyance. Hence I am done responding to you. I will close with this. Nothing I have said is factually incorrect. Everything you have linked has reinforced my posts regarding what I have said. That being said. I am going back to the initial discussion.
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#23 |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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My original post was directed at the irony that alot of people believed that EQ 2 was using SM 3.0 because of Sony and Nvidia's heavy promotion of the game upon release. Despite neither company making a claim to the game being SM 3.0. Part of my chuckle was internally related to what I remember going through 4 and half years ago in regards to this subject. As I said. In Hind Sight. I regret dumping the shader code. Though it probably would have come to light eventually. It gave alot of people the wrong impression as to why EQ was having performance issues with Geforce 6 cards. Which was unrelated to the shader code.
For anyone who's actually interested in the topic at hand. Regarding EQ 2's use of SM 1.1 and how it has impacted their lighting models. One of the EQ devs has been very kind to discuss it in rather good detail. http://forums.station.sony.com/eq2/p...opic_id=454116 It's very interesting because he talks about how EQ 2 was built from the ground up as a SM 1.1 game. And the engine is partially limited by it. And how the SM 3.0 upgrades will primarily effect lighting and light sources from your charactor. The beauty of such a change is it will likely have no impact on a modern GPU's performance at a moderate resolution. 1680x1050. Due to the fact that the pixel shaders are not the games primary bottleneck. For most people this will be a quality gain at no performance cost. And on some hardware there may be some minor speedups. He also goes into the possibility of introducing geometry instancing into future foliage. Which could improve performance in some CPU limited scenerios where foliage is a culprit for hurting performance. This is likely the biggest spot where you'll see performance benefits.
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|CPU: Intel I7 Lynnfield @ 3.0 Ghz|Mobo:Asus P7P55 WS Supercomputer |Memory:8 Gigs DDR3 1333|Video:Geforce GTX 295 Quad SLI|Monitor:Samsung Syncmaster 1680x1080 3D Vision\/Olevia 27 Inch Widescreen HDTV 1920x1080 |CPU: AMD Phenom 9600 Black Edition @ 2.5 Ghz|Mobo:Asus M3n HT Deluxe Nforce 780A|Memory: 4 gigs DDR2 800| Video: Geforce GTX 280x2 SLI SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#24 | |
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Guest
Posts: n/a
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http://www.behardware.com/articles/5...e-6600-gt.html This is getting boring. Please for the love of god do some research. About Dynamic Branching in Far Cry. I'll check your link out in a second. It does seem that most of the performance benefit came from the longer shader instruction allowance, and that Crytek chose not to use dynamic flow control in lieu of static branches and unrolled loops. Great, why is this important? It still stands that SM3.0 was fine on Geforce 6. I never commented on EQ2 stuttering, just the lower overall performance. Finally, once again: Chris, Geforce 6's slower performance with SM1.1 shader code OBVIOUSLY MUST AFFECT ITS PERFORMANCE WITH SM1.1 SHADERS IN-GAME. I hope you understand this. Its not the only factor with regards to EQ2, but given that this is probably the G6800Ultra's weakest point compared to X800XT PE or X850 XT, it is certainly an obvious one. I'm not sure what % of run-time was spent on execution of shader code, but it was clearly significant. The only reason you're arguing this is because someone is challenging your authority. It's silly my friend. I'm completely sick of talking to you. I can admit when I don't know something. I was wrong about dynamic flow control with Far Cry, although that was easy to mistake, and does not take away from my assertion that SM3.0 helped Geforce 6.0. I'm not sure what you're trying to argue either. One moment you say that people are wrong because they blamed EQ2's poor performance on Geforce 6's SM3.0 implementation, next you're arguing that Geforce 6 performance on SM1.1 - SM2.0 code is a non factor in in-game performance, then you're saying that SM3.0 implementation is broken in Geforce 6 hardware. It's complete nonsense. SM3.0 improved performance on G6, SM1.1-2.0 was slower overall compared to the competition (sometimes dramatically, especially with SM1.1 shaders), and EQ2 was certainly slower on G6 in part because of its slower performance on SM2.0 MODEL code (1.1-2.0). One caveat here that even without PP calls, Geforce 6 wasn't necessarily slower per clock on all shader code. It sometimes lost quite dramatically (once again, up to 2x slower with SM1.1 shaders) but sometimes the loss was incidental to its lower clock speed. |
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