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#26 | ||
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
Good grief! -FUDie
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Ph.D. - Piled Higher and Deeper |
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#27 | ||
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Chief Spastic Baboon
Join Date: Jun 2002
Location: Location, Location with Kirstie Allsopp
Posts: 2,258
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Quote:
Edit - oop, beaten to it.
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#28 |
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Member
Join Date: Jul 2002
Posts: 124
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I don't buy this whole driver cp is too complex thing, for christ sakes how hard is it put a checkbox to enable/disable trilinear optimisations? It it confusing? No. Will it clutter up the cp? Hell no. For christ sakes they add that silly shader effect option to the cp and they're concerned about cluttering up the cp and confusing users. Fact is a large number of people use 3rd part cp tools like ATI tool, rage3d tweak because the cp lacks options. High end users crave options, we want to be able to tweak everything.
It's fairly obvious they're dodging full trilinear options so that they're products look faster, again it's all just deceptive marketing so that they win that performance crown. Unfortunately success in the computer industry is all about market perception, ie who is percieved to have superior products. A very small number will be able to afford these products that claim tech superiority. The rest of market settles with the crippled slow cards, but be swayed because the company xyz has the highest performing high end product. |
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#29 |
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Guest
Join Date: Nov 2002
Posts: 900
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precision is precision. Internal or external as is bandwidth. It all adds up.
Pixelshaders require bandwidth also. Using the _PP hint can reduce that bandwidth. We have heard plenty of coders who post in this forum state that they have to be careful when coding not to run into the limits of R3xx's shading bandwidth. |
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#30 |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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...
no. it can't be. I think he thinks that the difference between FP16, FP24, and FP32 is the color depth at which the things are rendered. hell, reading his last several posts, it's the only explanation that makes ANY sort of sense. (okay, I know, I shouldn't try to make sense out of his posts, it's bad for me, but...) |
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#31 |
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Guest
Join Date: Nov 2002
Posts: 900
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The difference is how much data has to be moved around the chip at any one time. FP16 halves FP32's requirements in that regard and allows for more register space which can assist scheduling.
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#32 | ||
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
Texture lookups use bandwidth, but the _pp modifier will have absolutely no effect on this bandwidth because the data format of the texture is what determines how much bandwidth it requires. Quote:
Why do you insist on defending a position which is indefensible? -FUDie
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Ph.D. - Piled Higher and Deeper |
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#33 | |
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Naughty Boy!
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If the dev asks for 32bit fp then they should get it. Its not up to nvidia to choose when a dev gets what he asks for . |
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#34 | |
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
-FUDie
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Ph.D. - Piled Higher and Deeper |
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#35 | ||
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Guest
Join Date: Nov 2002
Posts: 900
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Quote:
In contrast ATi is forcing AF & Trilinear optimizations upon you whether you want them or not. |
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#36 | ||
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Guest
Join Date: Nov 2002
Posts: 900
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#37 | |||
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Chief Spastic Baboon
Join Date: Jun 2002
Location: Location, Location with Kirstie Allsopp
Posts: 2,258
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Quote:
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#38 | |||
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Naughty Boy!
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Not to mention how much else they do that we can't notice or haven't noticed . |
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#39 | |
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Chief Spastic Baboon
Join Date: Jun 2002
Location: Location, Location with Kirstie Allsopp
Posts: 2,258
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Quote:
__________________
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#40 | |
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Member
Join Date: Mar 2003
Posts: 278
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#41 | |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,664
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#42 | |||
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
At the beginning you claimed that partial precision doesn't refer to internal precision, which it, of course, does. Then you said that pixel shaders use bandwidth, which they don't. Then you said internal storage is reduced, which is true, but has nothing to do with what you started off as saying. You can't use one correct statement to justify a whole host of incorrect ones. The NV3x is one example we have that benefits from partial precision. Is it because of "reduced internal bandwidth"? No. It's strictly because the number of pixels in flight is increased. The chip has enough internal data lines to support FP32 at full speed, this has been shown. What it doesn't have is a large enough internal register file to keep enough pixels in flight to hide all the latency when FP32 is used. -FUDie
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Ph.D. - Piled Higher and Deeper |
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#43 | ||
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
-FUDie
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Ph.D. - Piled Higher and Deeper |
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#44 | ||
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Hoopy Frood
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Quote:
Oh, and sometimes they post pics with differences far smaller than the usual ones between differing techniques ATi, nVidia, and others always have in games with a bit "AHA!" Hopefully that stuff will come in time, looking at a broad scale of games and situations. Regardless, I do think ATi should have made sure to keep people appraised of their "advanced trilinear algorithm(s)" and kept it optional, so there wouldn't be fuzziness on the situation and people would still be happy to "get what they want" while they try out something else for themselves. Heck, they'd get a lot more case testing done that way to refine the process, and gamers would judge at their leasure. There will be SOME differences, and each individual will react differently to them. (Though I imagine the vast majority would notice nothing at all.) Otherwise, though, it's much like adaptive AF or getting stuck with only certain AA configurations where you prefer other methods--just something you have to live with. Quote:
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#45 | ||
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Guest
Join Date: Nov 2002
Posts: 900
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#46 | |||
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Naughty Boy!
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Quote:
Not only that but in the almighty 6800ultra they put in af optimizations !!!!! Oh no radar what are you going to do. Your god has been doing it for almost 2 years !!!!!! Oh wait your a troll so it wont matter to you . Good day . I said good day |
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#47 | |||
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Guest
Join Date: Nov 2002
Posts: 900
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#48 | |
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Hoopy Frood
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#49 |
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Member
Join Date: Apr 2004
Posts: 107
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1 checkbox - "Disable all optimizations."
How difficult is that? Not much clutter, puts forth tons of goodwill. I used to hate Nvidia for their stupid brilinear optimization, but this time, I'm going with the 6800U because they give users the option to turn it off. |
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#50 | |
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Member
Join Date: Apr 2004
Posts: 107
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Quote:
Nvidia going down the same route with adaptive AF is a step backwards, but here's to hoping we can expose their non angle dependent AF in their drivers again. |
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