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#313 | |
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Posts: 99
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#314 | |
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#315 | |
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Join Date: Jul 2002
Location: Highland, IN USA
Posts: 4,944
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It's almost seasonal over at Rage3D, everytime ATi puts out a new card there is a HUGE influx of newbie fanATics and they tend to be a bit over-zealous as they get all comfy with ATi. I strongly do disagree with your sentiment, I find the fringe element crazy crowd to be too much on either side. ![]()
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[SIZE=1][I]"It was very important to us that NVIDIA did not know exactly where to aim. As a result they seem to have over-engineered in some aspects creating a power-hungry monster which is going to be very expensive for them to manufacture. We have a beautifully balanced piece of hardware that beats them on pure performance, cost, scalability, future mobile relevance, etc. That's all because they didn't know what to aim at." -R.Huddy[/I] [/SIZE] |
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#316 | |
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Join Date: Nov 2002
Posts: 138
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The F-Buffer: A Raterization-Order FIFO Buffer for Multi-Pass Rendering by William R. Mark and Kekoa Proudfoot. |
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#317 | |||||||||||||||
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Join Date: Nov 2002
Location: CDA
Posts: 1,510
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ImaginaryFiend
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I mean the list goes on and on.. Its a Stream of Progression accross many companies, and many peoples ideas. Quote:
http://www.hardware.fr/articles/468/page4.html http://www.beyond3d.com/forum/viewto...ht=3dmark03+iq Is just a small example, and it coincides with the evidence on why Nvidia is Cheating in 3dmark and trying to discredit them. Nv3x cannot seem to handle the Percision they are claiming makes them better. On top of the fact that they Do not adequately support several Key Dx9 Features. Such as addressed in this thread at B3D http://www.beyond3d.com/forum/viewtopic.php?t=5451 No Floating point Textures, No Floating point Cube Maps, No Multiple Render Targets. All correctly supported by the Radeon 9700pro for almost a year now. Are you basing your statement soley on Theorectical instruction support?? If so.. then again, As i stated already the F-Buffer clearly pushes far beyond the limmited abilities of the GFFX architecture. Quote:
http://www.theregister.co.uk/content/3/19426.html It was Discussed in detail at B3D by many people in the industry, unfortunately that Thread is no longer available becuase B3D Changed hands and got a new Server/Owner a while back. Lets not forget what Nvidia did With Quak http://www4.tomshardware.com/blurb/20020825/index.html Where Nvidia shopped around until they found a couple Sites that Ran the Story. Mainly [H]. Of course If lowering IQ for speed is Cheating and Evil then lets look at some older Reviews like this one. http://www.hardocp.com/article.html?art=MTEzLDM= Where we see just one example of how much lower the Texture details are in the entire Quake Game on the GF2. You can also see what they Did with S3TC which was nothing but a cheap driver hack for speed as well, that one dates all teh way back to the Origional Geforce.. Yet no one Screamed cheating. What about this... http://www.3dvelocity.com/reviews/gffx5800u/gffx_5.htm Where we can see the detail levels lowered yet agian for the sake of speed. Yet its not cheating?? Quote:
If you only consider Raw speed instead of features then You can make a case for Nvidia... at least up until last summer. Quote:
http://www.beyond3d.com/forum/viewto...c=6041&forum=9 You know perfectly well (as you are likely an Nvidia employee) that There is a big difference between reordering some shader instructions and inserting clip planes, Lowering Percision to below Dx9 standards in a Dx9 Benchmark as seen here. http://www.beyond3d.com/forum/viewto...light=3dmark03 ATi Cheats with Trilinear??? Or do you simply mean that their AF implimentation on the 8500 was limited to 16 sample Bilinear filtered Anisotropic filtering... ATi Cheats in AF?? Or do you mean You dont like their Hardware adaptive method. How do you defend that statement when according to your own rules Nvidias nearly entire Current AF offering is *cheating*. As they Clamp AF to Bilinear for several modes as well. Which affects ALL angles not just one or Two odd angles. There are several Reviews such as at [H] that show in detail what Nvidia is doing IQ wise to get their AF speed up. But is all that really cheating??? Quote:
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For the record... Radeon 9xxx The first TWo numbers stand for the hardware generation of the card, not the DX version it supports. The second two numbers indicate the realative performance Within the product generation. (at least this is what I think i was told for the second Two numbers) Quote:
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http://www.beyond3d.com/forum/viewto...ark03&start=40 Then why does Nvidia's developer website have a demo and source code for some of the very same Techniques used in 3dmark prior to its release? Why did David Kirk give a presentation advocating that exact same shadowing method? Further non of the other Beta partners nor Developers that have commented on the issue have had anything negative to say about the way 3dmark03 is Coded. In fact there are a few posts from developers at B3D that indicate that exactly the oposite is true. Could the TRuth simply be that the Nv3x architecture has to many problems to adequately handle Real Dx9 functionality or True *cinematic shading* as you put it? Quote:
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And I officially Agree with several of you that I was out of line origionally with the waY i was handling the Situation.
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Overam Mirage 4700 3.2ghz P4 HT SIS 748FX Chipset 800mhz FSB 1Gig DDR-400 60Gig 7200RPM HD Radeon 9600M Turbo 128 (400/250) Catalyst 4.2 Latest good read. [url]http://www.hardocp.com/article.html?art=NTc4LDE=http://www.hardocp.com/article.html?art=NTc4LDE=[/url] Last edited by Hellbinder; 06-04-03 at 04:02 PM. |
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#318 | |
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Join Date: Nov 2002
Location: CDA
Posts: 1,510
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It is only recently changing. Also consider that Rage3d has about 300,000 active posters. Nvnews has... maybe 1,000????
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Overam Mirage 4700 3.2ghz P4 HT SIS 748FX Chipset 800mhz FSB 1Gig DDR-400 60Gig 7200RPM HD Radeon 9600M Turbo 128 (400/250) Catalyst 4.2 Latest good read. [url]http://www.hardocp.com/article.html?art=NTc4LDE=http://www.hardocp.com/article.html?art=NTc4LDE=[/url] Last edited by Hellbinder; 06-04-03 at 04:33 PM. |
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#319 | ||||
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Join Date: Nov 2002
Location: CDA
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Of which Pixel shader 1.0 while suppotedwas never really openly adopted. GF3 introduced Pixel Shader 1.1 which was the Dx8 standard. Pixel shaders 1.2 and 1.3 simply added some Color constants and did not alter Functionality or performance in any way. Ps 1.4 is a Much bigger step forward, especially with its ability to support Greater ammounts of Fragment processing. Of course PS 2.0 is where we are at today. Quote:
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Overam Mirage 4700 3.2ghz P4 HT SIS 748FX Chipset 800mhz FSB 1Gig DDR-400 60Gig 7200RPM HD Radeon 9600M Turbo 128 (400/250) Catalyst 4.2 Latest good read. [url]http://www.hardocp.com/article.html?art=NTc4LDE=http://www.hardocp.com/article.html?art=NTc4LDE=[/url] |
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#320 | |
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Join Date: Nov 2002
Posts: 138
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Was the Nvidia TNT2 out before the Matrox Millennium G200? I think the TNT2 was the first 32 bpp from Nvidia wasn't it, or did the TNT also do 32 bpp? Course at release the G200 wasn't all that fast. Dunno... think TNT2 showed up mid 1999 or so while the G200 Millennium was about a year earlier August 1998 wasn't it. Oh well... |
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#321 |
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Join Date: Nov 2002
Location: CDA
Posts: 1,510
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Yeah dude.. the G200 was mid 98 if i remember and it offered 32 bit color.
Just to make it clear I was not saying that Ati was the First to offer 32bit color, but the first to offer a really low Performance Hit for it. If you remeber back in the day 3dfx made some pretty brash statements about how Nvidia was Hacking their way to 32bit and not doing it correctly. Who knows though... i was only really trying to point out that this whole thing is one big group effort. And even Nvidias Patented Register Combiners are only an extension of Matrox's Bump mapping hardware.
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Overam Mirage 4700 3.2ghz P4 HT SIS 748FX Chipset 800mhz FSB 1Gig DDR-400 60Gig 7200RPM HD Radeon 9600M Turbo 128 (400/250) Catalyst 4.2 Latest good read. [url]http://www.hardocp.com/article.html?art=NTc4LDE=http://www.hardocp.com/article.html?art=NTc4LDE=[/url] |
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#322 |
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Join Date: May 2003
Posts: 99
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Hellbinder, could you elaborate on the changes from PS1.3 to 1.4? I know that nVidia got some flak (especially from certain big-name developers) for not implementing support for this in their NV2x line, not even in NV25 (after the R200 was released).
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#323 | |
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Posts: n/a
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There were a lot of nvidiots taking potshots at ATI all the time here in the past. Hell, I was one of them Of course back then I was ignorant and didn't know jack about anything technical. |
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#324 | |
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Join Date: Jul 2002
Location: Highland, IN USA
Posts: 4,944
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Geeze, I thought it was a quiet little place. ![]()
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[SIZE=1][I]"It was very important to us that NVIDIA did not know exactly where to aim. As a result they seem to have over-engineered in some aspects creating a power-hungry monster which is going to be very expensive for them to manufacture. We have a beautifully balanced piece of hardware that beats them on pure performance, cost, scalability, future mobile relevance, etc. That's all because they didn't know what to aim at." -R.Huddy[/I] [/SIZE] |
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