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#1 | |
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Junior Member
Join Date: Jan 2003
Posts: 66
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Anybody care to comment on how this relates to what we're seeing with shadermark and other benches?
http://www.shacknews.com/docs/press/..._carmackplan.x Quote:
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#2 |
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Regular
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I never quite understood why the existing framebuffer content for a given pixel wasnt a standard input to pixel shaders, Carmack should like that particular feature of DeltaChrome.
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#3 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Very interesting, thanks for posting it. I always enjoy reading JC's .plan updates, though there was nothing in there that surprised me.
Still, I'd like to know if the fact that Hierarchichal-Z is disabled on the R300 when the stencil buffer is not cleared with the z-buffer is hurting its performance, or whether JC has found a way around this limitation.
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April 20, 1979 - America must never forget. |
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#4 |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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1) They are almost a wash on Doom 3 (yet no mention of FSAA peformance)
2) A average overclock on a R300 may even put it in the lead (350/350) Good to see ATI continue to get praise for driver improvements (since OGL guy spends most of his time here..not sure how..but anyways No mention if the extra instruction count is useable with speed (from our initial tests here) on the Nv30 |
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#5 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
__________________
April 20, 1979 - America must never forget. |
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#6 |
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Member
Join Date: Jul 2002
Posts: 194
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Looks like those comments kill Nvidia's assertions that the true performance advantage of the GeForce FX would shine through in future games like Doom 3. And that's despite Carmack making it clear that he has a specific code path optimized for NV30, but not for R300.
Yet another expectation shattered... |
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#7 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
__________________
April 20, 1979 - America must never forget. |
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#8 |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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Plan update is timely I might add
Why no R300 code path ??..only R200..makes no sense...I would assume PS 1.4 Maxium support. |
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#9 | |
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Member
Join Date: Jan 2003
Location: Portugal
Posts: 131
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Quote:
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#10 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 1,444
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I would also like to point out that he COMPLETELY contradicts himself.
1. R200 path is slightly faster than the ARB2 path 2. ARB2 path is slightly better Quality... 3. Nv30 runs Nv30 path and is slightly faster because.. Quote:
1. The R300 should be considered BETTER because it is of a higher Quality 2. R300 should be allowed to run the R200 path wich should resuly in Equal or BETTER speed than Nv30, and with Equal results. Bottom line, Carmack *Engineers* the game so that Nv30 wins by running it at lower precision modes. Great.. what a great thing. Condradulations.. I guess we all know there is a price on integrity.. now isnt there... |
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#11 | ||
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Casual Member
Join Date: Feb 2002
Location: switzerland
Posts: 2,088
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Quote:
just relax , everthing is ok , nobody got killed |
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#12 |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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Huh?
It is clearly that NV30 path uses half precsision FP (16 bits) for most computation, which is enough for most pixel shading. ARB2 path has no 16 bits FP, therefore all computation are done with 32 bits FP on NV30. There is no difference on R300 since R300 always does 24 bits FP. NV30 is twice as slow on 32 bits FP, that's why NV30 is slower than R300 on ARB2 path, but faster on NV30 path. Furthermore, JC didn't say R300 runs faster than NV30 with R200 path. |
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#13 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 1,444
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Quote:
-Nv30 is slightly faster than than R300 running ARB2 -R300 is slightly faster than ARB2 when running R200 path = what Draw your own conclusions. The question is what honestly is the visual difference between the two??? |
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#14 |
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Naughty Boy!
Join Date: Feb 2002
Posts: 1,444
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ok I agree, I need to relax. I do understand the issues between the two.
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#15 | |||
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
And as for "The R300 should be considered BETTER because it is of a higher Quality," the NV30 is capable of higher precision than the Radeon 9700 is. As for the actual precision, many operations will not require any higher than the 16-bit floating-point precision that nVidia offers. It makes perfect sense to only use 16-bit floating point numbers for these operations. Quote:
Quote:
__________________
April 20, 1979 - America must never forget. |
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#16 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
__________________
April 20, 1979 - America must never forget. |
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#17 |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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Yes, simple logic.
A > B and C > B. What does that tell you about A and C? Nothing. The visual difference is another question. Will 24 bits FP much better than 16 bits FP on most pixel shading? On the other hand, will 32 bits FP much better than 24 bits FP? |
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#18 |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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NV30 ( full featured, single pass) is still using proprietary extensions, and I assume from reading from his post he specifically mentions the speed difference is coming from using the 'different performance modes' unlike the R300 thats always runs in HQ.
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#19 | |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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Quote:
Whats your opinion pcchen. |
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#20 | ||
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
But the important thing to take away from this is that DOOM3 will, by default, use the ARB2 path for the R300, because it looks better than the R200 path. That means the NV30 will probably be slightly faster. And one last thing. According to how he's now only supporting the ARB extensions for the vertex programs, he would like to use all-ARB extensions in all of the rendering, if possible (this is akin to what we've seen in the past from JC).
__________________
April 20, 1979 - America must never forget. |
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#21 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
Update: Oh, there is one thing. There may be some problems with z values calculated in the pixel shader, but that shouldn't be done often anyway, as it destroys the memory bandwidth savings techniques, and there may be ways to prevent z-buffer problems here through clever algorithms.
__________________
April 20, 1979 - America must never forget. |
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#22 |
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Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
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Well old buddy I thought you'd say something like that, since Carmack needs 16 bit FP to compete in Doom 3...I'm looking for other lets say 'unbiased' opinions...anyone.
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#23 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 1,444
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Quote:
At the least it tells you that A will help close the gap on C even if you dont know the exact final result. We also dont have any idea what the visual difference between the R200 path and the Nv30 path. |
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#24 | ||
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
Whoops, just realized something. He did say something about this: Quote:
__________________
April 20, 1979 - America must never forget. |
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#25 |
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Monochrome wench
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My Interpretation
Speed wise: GFFX:NV30 >> GFFX:ARB2 GFFX:NV30 > 9700:ARB2 9700:ARB2 > GFFX:ARB2 9700:R200 > 9700:ARB2 Quality Wise GFFX:ARB2 > GFFX:NV30 GFFX:ARB2 > 9700:ARB2 9700:ARB2 > GFFX:NV30 9700:ARB2 > 9700:R200 Of course out of that, I am unable to determing what the comparisons between GFFX:NV30 and 9700:R200 would be. Guess would be GFFX would be faster and look better than 9700 under these circumstances. |
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