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  1. Is Carmack the only one still using OpenGL?
  2. Radeon 9800 SE : The Low Buget Wonder !
  3. X8R8G8B8 - a few questions, if I may...
  4. NV36 now as far in production as Rampage
  5. Different filtering methods
  6. Writing shaders in assembly vs HLSL
  7. Dsx and dsy
  8. Does ATi follow OPEN 3d API standards better than Nvidia?
  9. Will custom timedemos stop benchmark "cheating" ?
  10. PowerVR encrypted texture data?
  11. Something wrong with the HL2 Story
  12. DX9 Question
  13. UT2003 + Trilinear @ [H]ardOCP
  14. The DeltaChrome Where is it?
  15. Forcing AA and AF Levels
  16. Graphiccards overview
  17. HL2 AA issue a thing of the past?
  18. High versus low colour precision shading in reality?
  19. Speed: assembly vs. HLSL shaders
  20. IBM has got Pixar in its crosshairs.
  21. Bilinear and trilinear
  22. The truth about UT2003 and nVidia
  23. Am I right?
  24. totally newbie question
  25. Anyone have an update on PowerVR and Kyro III or IV?
  26. Bitboys acceleon released
  27. July Update
  28. OpenGL 1.5
  29. Disney Dino´s
  30. TSMC 90nm production schedules
  31. GeForce FX + Pixelshader 2.0
  32. Interesting (3DMark2003) article at Aces Hardware
  33. Deano, Thanks for the deferred lighting breakdown
  34. Sony PSP from a 3D Technology perspective...
  35. Interesting article about Longhorn graphics requirements
  36. When to expect ps 3.0 hardware?
  37. What's better to have. AA or AF?
  38. HL2 AA has been fixed on all card?
  39. Playing with different AA modes
  40. Games and Pixel Shader 2.0
  41. The NV40 has taped-out
  42. Acceleon in action!
  43. Questions on current 3d hardware
  44. New demo
  45. something that everyone should check after it's available...
  46. Speculation: R360 to be unveiled at ECTS London?
  47. Future of fragment shaders
  48. Why do we still have fixed function AA and filtering?
  49. Will this approach be possible?
  50. R4xx will break Moore's law
  51. Kyle @ [H] Voices His Anger Towards nVidia
  52. R360 != 0.13 process ?
  53. GF FX 5700 Specifications & Date Out ! But ...
  54. ATI engineering must be under alot of strain. MS funding?
  55. This Filtering Worthwhile?
  56. Check out Zoom3 64 kilobyte intro from Assembly2003
  57. Contrast mipmapping
  58. Phantom Console - What are your thoughts?
  59. OpenGL 1.5 support?
  60. GeForce FX Go5650
  61. 3DLabs P10, and its possible follow-up?
  62. Let's look forwards...
  63. R350/NV35 Z Fillrate with FSAA
  64. A few tidbits from ATI PR
  65. WHAT to expect from PS&VS 3.0??
  66. Why doesn't DX9 support simple Quads?
  67. Best card for Photoshop ?
  68. CgFX Article
  69. August Update
  70. How to calculate the required video card memory bandwidth?
  71. Correct PowerVR MBX specs?
  72. Tomb Raider: AOD DX9 Benchmarks
  73. Pixel Invariance
  74. Demographic Survey comments
  75. Chris Egerter, .Net/VB and DirectX 9
  76. To all game developers, general C++ game dev approach?
  77. Did this Card Ever Exist?
  78. Early Z Confusion with NV25 and the new Drivers
  79. B3D Shader Competition - any chance of Benchmarks too?
  80. Picture of Acceleon FPGA board. (as seen at Asm' 2003)
  81. Samsung launches 256Mbit GDDR2
  82. Matrox Parhelia truth..
  83. when will we be able to render reality in real-time
  84. Sudeki
  85. FX5900U
  86. Article on CineFX/NV30 Architecture (German)
  87. Inquirer Gossip:- NV35 supports PS 3
  88. Article on CineFX/NV30 Architecture (English)
  89. Poll on future dx9 card's ( not ati and nvidia ) performance
  90. Alittle OT, mobile phone gaming
  91. AquaMark3@Sep.15
  92. Texture filtering and addressing question
  93. Thats weird. PS2 precision Test ATI new Drivers.
  94. what PS 2.0 instructions need additional clock to execute?
  95. How is the shader file compiled into machine code?
  96. What makes nVIDIA's cards so special?
  97. Another ATIvsNVIDIA review from gamersdepot
  98. FP12 ?????
  99. Which upcoming PC GPU announced a similar HSR
  100. Something about shaders ??
  101. Dinamic Lightning
  102. DEATH TO FIXED FUNCTION!
  103. Matrox Millennium P650
  104. HL2 perf. from anand
  105. Half Life 2 Benchmarks (From Valve)
  106. Half-life 2 uses per-pixel lighting on everything?
  107. TechReport chimes in on the HL2 benchmark
  108. Is that true Nvidia treat HL2benchmark like 3dmark03?
  109. Valve is a liar. Cheating on Halflife2
  110. nVidia's response to Valve
  111. Massive Development (Aquamark 3) comments on HL2
  112. Carmack's next Engine.
  113. Anand's HL2 benchmarks
  114. Open GL and hardware T&L
  115. Half Life 2 and mods re: mixed mode
  116. Tape out?
  117. Extremetech Half-Life2 Benchmarks
  118. Detonator 50 benches here!
  119. ATI Shader Days
  120. Why doesn't Nvidia simply lock NV3x cores at fp16
  121. Please explain DirectX9 Improved AA (Half Life 2)
  122. How does a modern GPU access texture cache?
  123. R350 and RV350 don't offer same functionality?
  124. Aquamark3 Preview at 3DGPU
  125. Interesting times.....
  126. Forgot to talk at Mojo Reloaded due to my little rant
  127. AM3 COMPARISON @ DH - lowered FX IQ confirmed
  128. The Experts Speak.. "Automatic Shader Optomizer"
  129. Why does the NV3x's register usage limitation exist?
  130. Aquamark3 is over.Nvidia treated it like 3dmark03
  131. Some usual funny nonsense from THG...
  132. Shader competition killed my computer
  133. Back from holidays... what's been going on?
  134. HL2 and aliasing
  135. New XGI chips
  136. New det 50s IQ comparisons at gamersdepot using halo + TRAOD
  137. Using refrast tool
  138. Who Says Nvidia faster in Doom3?
  139. Doom III vs HL2
  140. Radeon image quality in AM3
  141. What is the best real-time anti-aliasing ever?
  142. Mixed NV3xpath doesnt support HDR in HL2?Who knows?
  143. are "untraditional" architechtures a bad idea?
  144. Carmack on Geforce FX and HL2
  145. Nvidia and ARB2
  146. DeltaChrome details
  147. What's the current status of "real-time Pixar graphics&
  148. NV30,35 & R300/R350 Pixel Shader Pipes Compared (New inf
  149. R350 supports 128-bit full floating point precision????
  150. PowerVR? Why the excitment?
  151. Triple Buffering
  152. Talk About Special Graphics Cards: Parhelia HR256
  153. Any way to test this filtering mode?
  154. Radeon 9800pro MAXX
  155. Summer SDK Update Released
  156. LithTech engine
  157. Nvidia Launches First Chip for Handheld Gadgets
  158. GL_ATI_uber_buffers
  159. Supposed NV40 & R420 pics
  160. Quickie: Shadow maps speed independent of polycount?
  161. hyperthreading and games
  162. Interesting Micron slide at Comdex
  163. Multisample of non-uniform resolution Patent
  164. Competiton over ?
  165. Would it be wrong to say AF is the AA for textures?
  166. Fillrate & Shading power
  167. New demo
  168. shadermark 2.0 tomorrow!
  169. What is the chance that the nv36 has improvments?
  170. ATI: We want to go... 0.11 micron very aggressively - 2H2004
  171. Softening edges automatically
  172. David Kirk interview
  173. NDA expired? first R9800XT-Review
  174. Asus Radeon 9800XT
  175. NV38 in 10Oct2003 and performance Lowered?
  176. two interesting slides about 9800XT from [H]
  177. Anand's 9800 XT review
  178. anands nv38 not really an nv38?
  179. NEC has implemented AcceleonG10 in display IC
  180. Half-life 2 Source code leaked?
  181. nVidia going for 16 sample FSAA?
  182. 5900? NV4x!
  183. Err what?
  184. What happened to opengl.org?
  185. Triple Buffering
  186. ASUS - ATi - Roadmap
  187. NVidia perfomance graphing option in new Dets.
  188. Differenes between pixel shaders (mainly PS 1.0 - PS 1.4)
  189. Quads
  190. Learning basic 3D
  191. NVIDIA & ATi GPU Roadmaps
  192. Anand Re-writes his 9590 vs 9800XT article - 60 pages
  193. Catalyst 3.8 Overview
  194. SGI Visualization Demo challenge
  195. New demo
  196. Aquamark 3 in B3D Reviews
  197. Smartshader: post processing shaders
  198. Emulating pixel shaders?
  199. SQRT FP16 performance on the NV35 - What the heck?!
  200. add-on pci card to augment 3d performance
  201. HLSL 'Compiler Hints' - Fragmenting DX9?
  202. pixel shader pipeline parallelism restriction problem.
  203. PowerVR MBX realized in Silicon
  204. PowerVR Interview with VP Business Development + PR Manager
  205. Game benchmarks vs benchmark applications
  206. Demo time
  207. Poll about image quality
  208. Original Radeon and DirectX 8 - clarification needed
  209. NV36/NV38@22nd,Oct?
  210. what's the best use of VS_3_0
  211. What do you want to see the most in the next gen video cards
  212. The Avalon Project Realtime Raytracing
  213. Which API is better?
  214. Did NV33.1(M) *finally* made it past the paper?
  215. MSAA and Post-Processing .
  216. General Question about dielectrical insulating material @130
  217. 5700, 5600, 9600 'Pure' DX9 Performances
  218. A Blast from the past: speculation on the NV3x architecture
  219. David Kirk finally admits weak DX9 vs DX8 performance - GeFX
  220. Trapezoidal Shadow Maps?
  221. What is PPP?
  222. PS3.0/VS3.0
  223. Trip down memory lane
  224. Nvidia's unified compiler technology
  225. How does forward texture map work?
  226. Most under-used 'modern' feature: 3D texture maps?
  227. OpenGL and AGP memory
  228. Architectural overview and tech. desc. R300/R350 & NV30/
  229. Graphics tearing
  230. Ramdac question.
  231. NV40 emulation mode?
  232. Will PCI Express Signal the Return of Dual GPU Systems?
  233. A little bit of knowledge is dangerous...
  234. S3 licenses RaSer ( inter-board link technolog ) from RAMBUS
  235. New PowerVR demos
  236. Will we got ogl per pixel lighting and fog in consumer cards
  237. TSMC will begin shipping 0.11-micron wafers in Q1 of 2004
  238. shadow rendering techniques
  239. what vertex shader version in Halo?
  240. Can a 4x4-Filter produce better quality than common TF?
  241. Same GPUs Desktop/Notebook?
  242. CG==HLSL or CG != HLSL?
  243. shader competition results
  244. XGI Volari duo V8 Ultra german babelfished preview.
  245. ATI 9800 VS NV FX 5950
  246. OpenGL 1.5 specs available
  247. General Purpose (Graphics) Processor
  248. Questions for Tim Sweeney?
  249. 3DCenter interviews Eric Demers
  250. Tom's Hardware: XGI Duo Volari v8 PREview