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#251 | |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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Still, if the Inquirer is right, things won't be easy for ATI. I thought 750MHz would be a 24-pipe chip, and 32-pipe, if true, would be clocked lower, at say 600MHz. ATI would need dynamic branching to appear in at least one game, or else they'll keep losing marketshare. Of course, we all remember what the Inquirer was saying about R520. Nonetheless, if G80 is indeed coming out this summer, even if late summer, I think a 24-pipe card would be smarter. They could kill ATI's margins, keep power consumption under control, and use the same chip for a long time. |
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#252 | |
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Join Date: Oct 2003
Posts: 350
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In the past, OEM wins would typically indicate the strength of the financial earnings of the IHV. Whoever had the most press releases announcing wins would typically have the best quarter. I don't believe that is the case right now. It still plays a significant role in the overall earnings of the IHV, but it no longer dictates who is profiting the most. The sales of the 6800 GT and the 6600 GT to the retail market is evidence of that. edit: I just realized you included the 200.00 segment. I should correct myself and refer to the 200-300.00 market. |
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#253 |
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Junior Member
Join Date: Mar 2003
Location: Edmonton
Posts: 52
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If the spring refresh 90nm G71 @750MHz with 24/32 pipes on it what would be the cooling for that GPU? would it be the same as the GTX 512 and use a dual-slot aluminium or copper cooling with at least four heatpipes tech.
Air or Water cooled? Help give some info on what kind of cooling they would need?
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ToxicTaZ |
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#254 | |
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,459
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#255 |
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Senior Member
Join Date: Apr 2004
Posts: 2,226
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I expect the G71 and R580 to be clocked around 650-700 each.
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#256 | |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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What the deuce!? |
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#257 | |
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Mostly Harmless
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#258 | ||
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Foo Fighter
Join Date: Dec 2004
Posts: 1,488
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Which besides the fact that you decided to toss in the insults (which only addressed your ability to act like a tool), completely failed to address the original statement. Fact is, at this point if my card couldn't do HDR+MSAA then I just wouldn't turn on the HDR. It's nice if you've got it, but hardly necessary. That was the eye-candy I was referring to. 1600X1200 w/ 4XAA and AF is pretty much a given as long as you can still get playable framerates. You can disagree with me about how inportant this feature is, I don't really care. It's pretty damn ridiculous that this much came out of what was really an off-hand comment saying that implementing MSAA+HDR on G71 probably isn't that important relative to upping the quality on the AF and that there were performance issues (an opinion I formed from looking at the exact benchmarks you referenced). In this context I don't get what all the XT and GTX performance comparisons were supposed to prove. They seemed completely OT to me. Last edited by mrcorbo; 11-Dec-2005 at 05:02. |
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#259 |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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OK mrcorbo, I owe you an apology. I confused your original post with this one, which had a similar conclusion (AF is the only real advantage of the X1800XT, HDR+AA is not useful).
Then when you said percentage doesn't matter, I figured you implied all ATI HDR scores were too low. Why else would a low % hit for AA be meaningless? Anyway, I'm sorry and let's ignore the past and start again. Are you saying it doesn't matter how good a game looks, you'd disable graphics options until you get playable framerates at 1600x1200? Even the GTX only gets 43fps at 1600x1200 in FarCry HDR, and 41fps in SS2. So is FP blending useless on G70/NV40? If you're only talking about AA, then are you saying AA is useless unless 1600x1200 is playable? From your post, these are the only conclusions I can make. I don't see how you can generalize hardcore gamers to have such a one-dimensional outlook on image quality. |
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#260 | |
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Foo Fighter
Join Date: Dec 2004
Posts: 1,488
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Let me ask you this; Given a theoretical R580 and G71 where G71 had equal or better AA/AF quality and a noticable performance lead at all resolutions, but couldn't do MSAA+HDR, which card would you buy? And will there be a lot of titles supporting this version of HDR rendering or will more developers go Valve's route and make it compatable with both? As for resolution vs. AA settings, it depends on the game. If the game looks like crap without 4XAA then I probably would sacrifice some resolution. Personally I doubt that this will ever be an issue on this coming generation of cards. I think we're likely going to get 16X12 4XAA/16XFF from even F.E.A.R. on R580 and probably G71, too. Oh, yeah. And another bit of irony. My display limits me to 1360x768, so the X1800XL actually looks very attractive to me in my situation, because of the IQ. Just waiting to see what they do with AVIVO (PureVideo is a very important feature for me) and see what happens with the Spring refreshes (7600 and maybe, just maybe an 8-1-3-1 part from ATI). |
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#261 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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Valve`s HDR is a bit hackish, IMHO, at least from what is known about it.FP16 blending based HDR OTOH is here to stay so yes, this will probably be the preffered method of doing HDR rendering for some time to come.
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#262 |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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Regarding your hypothetical scenario, I'd need to know what the speed advantage was for G71. However, I'm pretty sure I'd pick R580 because I want to keep the card for a few years. I want low resolution to look good, and AA is the only way to do that. Compare 800x600 without AA and contrast that with 640x480 with 6xAA. The latter looks enormously better, because the pixels are relatively huge. I also have ideas about using AA to improve shadow maps (which need high precision), so FP16/I16+AA is important.
Valve's HDR in source is essentially a hack. It doesn't even use FP blending, so if you think developers should adopt this method, ATI should have just doubled R480 this gen and paired that with the new memory controller. This hack won't be able to offer all the benefits of HDR, so I doubt it'll be the way of the future. About your argument that some games don't need AA: If a game doesn't look bad without AA, then the sharp transition of an edge is not really visible. Clearly that means you can't see details as well, so what does higher resolution get you anyway? Oh, and you didn't answer my questions yet. Do you really think gamers will reduce graphics setting in game just to have 1600x1200? There aren't many games where GTX will get playable HDR at this resolution. There's a lot more to image quality than resolution. I'd rather see photorealistic results at 640x480 than FEAR at 2048x1536. |
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#263 |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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While on the topic of image quality, I think I should say a bit about AF in general.
I will not play without AF under any circumstances. It sharpens textures far better than resolution does. Even for areas on the screen requiring only 4xAF, 640x480 will be sharper than 2048x1536. (The only exception is high frequency specular normal mapping, but that's another matter.) To me it is absolutely incomprehensible why you would play at a higher resolution without AF than at a lower resolution with it. The whole point of upping the resolution is to increase detail. I simply will not accept that anyone will choose the highest playable resolution without AF instead of the highest playable resolution with AF, if they actually honestly compared the image. So all the benchmarks we see on the internet without AA/AF are pointless. Once you throw AF in there, AA only has a small additional hit. Even for G70, the real AA performance hit (i.e. from 0xAA/16xAF to 4xAA/16xAF) is probably not much more than 20%, whereas increasing the resolution one notch costs 36% (both numbers will be lower if partially CPU or geometry limited). Basically my point is that the whole AA vs. resolution argument, as portrayed by 99% of the benchmarks, isn't even an apples to apples comparison. It's actually a resolution vs. AA and AF argument, and the former just can't win in an honest comparison. |
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#264 |
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S K R Y I N G
Join Date: Jul 2005
Posts: 4,815
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Funny that Valve's HDR is a "hack" yet its by FAR (and by FAR I mean REALLY REALLY FAR) better looking than any other HDR I've seen in other games. Doesnt show near the freaking bugs, nor near the side effects, yet adds tons of subtile lightning enhancments. Playing de_nuke with HDR on is really a treat, and its very playable with decently good settings (1280x1024, 2xAA, 8xAF, rest settings maxed).
Valve amazes me. By the way some talk about their engine you'd think its crap, but in the hands of a talented map designer and texture artist it really wows the crap out of me. |
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#265 | |
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God of Wicked Games
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I would prefer the former... well atleast 1024x768 for a 19"
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Ice109: I had never truly known the meaning of "so happy i just pulled out my d**k and started beating it" until right then |
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#266 |
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Foo Fighter
Join Date: Dec 2004
Posts: 1,488
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Well with FPS games resolution can impact playability. And in this type of game I'm not there to admire the scenery
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#267 | |||
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,764
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Mintmaster,
Screen resolution is directly connected to the size of the monitor. Ideally I'll have the highest possible resolution combined with AA/AF. If I'd have to reduce something it would be Multisampling first, but I wouldn't go below 1152 on this 21" CRT. 640*480 or 800*600 lookslikeass(tm) on this one and only Supersampling with an insane sample density could possibly make any of those look slightly better, but it won't change the fact that in 640 I could if I try hard enough to start counting pixels (yeah I know it's an exaggeration, but there's truth to it). Quote:
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R580 type of hardware will most likely be playable in 1600 with 4xAA/16xAF so you'd theoretically need neither/nor of rather extreme paradigms (unless of course we're talking about a 10" monitor). If you want something close to 3-dimensional "photorealism" re-watch one of Pixar's last movies. Rendered most likely in HDTV resolutions with 64x stochastic SSAA and yes we're many lightyears from that apart.
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. Last edited by Ailuros; 11-Dec-2005 at 21:47. |
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#268 |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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radeonic, that's nonsense. Are you saying you can't watch a DVD on a PC monitor? Are you saying instead of watching Finding Nemo at 720x480, you'd rather see it rendered on a graphics card at 1600x1200 with rendering options set to make it 24fps? If you're talking about electron gun scanlines at 640x480, then that's solved easily by upscaling the final image. (These questions apply to you as well Ailuros.)
As another example, take any tack sharp high res photo (DSLR 8MP+) and downscale it to 640x480 with bilinear filtering in Photshop. Then take the same original photo and downscale to 800x600 with nearest neighbour filtering. Run your monitor at a high res, and view the images at full screen size. Which looks better? The difference would be even more dramatic in motion. True, this example overstates the difference because texture filtering gets rid of aliasing (well it's supposed to!) in the interiors of surfaces, but you get my point. |
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#269 | ||
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,764
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Second while the video source resolution is 720*586, playback software will use my desktop's resolution and not anything below. I can use doublescan through ForceWare drivers in 640 and add maybe 16xAA, it'll still looklikeass. Again I said on a 21" CRT; is it so hard for some of you folks to understand the monitor size to resolution relation here? Third movies use real motion blur and aren't interactive. Quote:
You're not using only vast generalizations you're also overlooking screen size which has to be factored in. 640 looks gorgious on a large screen handheld device these days, but that's about it. ***edit: and since this debate actually was about float HDR, I will most likely be able to use it with MSAA on true next generation hardware and I expect it to be out either before or at the same time as games like UT2k7. I have severe doubts that I'll be forced to go lower than 1280 with AA, HDR and AF enabled in that one; so any 640 exaggerations are more than out of place here.
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. Last edited by Ailuros; 11-Dec-2005 at 22:02. |
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#270 | |
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Senior Member
Join Date: Apr 2004
Posts: 2,226
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Last edited by ANova; 11-Dec-2005 at 22:06. |
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#271 | ||
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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Ailuros, regarding lookslikeass(tm), are you talking about how a computer CRT looks (due to scanlines) or are you complaining about the lack of spatial information? The latter is what I'm arguing about. Simple upscaling solves the former.
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Resolution and antialiasing are very related. Both aid in figuring out where an outline is positioned, and outlines are a major component of visual perception. Supersampling (equivalent to MSAA under most scenarios for realtime graphics) displays the information of higher resolution but the averaging smears it out a bit. I do not place a 1:1 relationship between the values of more pixels vs. more samples, but certainly it's not close to 3:1. |
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#272 | ||
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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It's funny that with you I'm debating whether 8-bit is enough for the framebuffer, but earlier in this thread bloodbob and Chalnoth were arguing that 16-bit (non-FP) is not enough even for textures. Here's a quote from an interview: Quote:
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#273 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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What is Valve's method?! How it works? I'm really curious..
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#274 |
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Regular
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This is the best description I know of:
http://arstechnica.com/articles/culture/lostcoast.ars/3 It appears that it isn't uniform across ATI and NVidia hardware. Jawed |
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#275 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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