Recent content by GraphixViolence

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    Intel Yorkfield (45nm) Realtime RayTraces @ 90fps!

    You don't necessarily need ray-tracing to get those things. Look here: http://ati.amd.com/developer/SDK/Samples_Documents.html Global illumination with indirect lighting and soft shadows in real time using DX10 geometry shader.
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    Resolutions and aliasing

    I have to disagree with Nick's observation. I too have a 1920x1200 LCD notebook display (15" - that's 160 dpi), and aliasing is still readily apparent to me on high contrast boundaries. The imperfections may be small, but the fact that they move and shimmer just draws the eye. In fact, it's...
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    A whole load of random questions

    CRT pixels use phosphors that glow when struck by an electron beam. The beam sweeps across the screen to draw each line. After being hit, the glow of the phosphors starts to dim until they are struck again. The refresh rate in Hz determines how many times each second a given phosphor will be...
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    Talking nasty with Tim Sweeney

    Seems to me there's a simple and straightforward solution to this: support multisampling natively in the game. Accept the fact that it's a popular and useful feature, and just make sure the game handles it properly rather than constantly relying on IHV drivers to solve any issues. If by...
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    Nvidia Lies All the Time

    Truform works on R3xx. It has a pretty big performance hit because there's no dedicated hardware for it, but it's still functional and usable. And ATI's ASHLI software lets you compile shaders of unlimited length on DX9 hardware by breaking long shaders up into multiple passes, which was the...
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    FM puts up their FAQ on 3dm2k5

    Several sites quoted ATI as listing the following titles with 3Dc support: Serious Sam 2 Half Life 2 Tribes: Vengeance FarCry Pirates! darkSector Ritual and Pseudo Interactive were also said to be signed on to use it. That's 6 titles confirmed, not to mention future titles based on...
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    3DMark05 and certain websites

    The shadow aliasing in those screenshots is pretty nasty. As Scali said, it's tough to argue the quality of different PCF implementations when it's overshadowed (no pun intended) by such obvious artifacts. I hope this isn't representative of what we will see in future games, because it's a...
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    Will ATi jump on the SLI bandwagon?

    Maybe because it's not working as advertised yet? We're now 3 months and counting since the announcement, and as far as I know there hasn't been a single independent test result posted anywhere.
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    Will ATi jump on the SLI bandwagon?

    I think it's telling that there is no test configuration information at all in Nvidia's press release. For all we know that score could be at 640x480, or using overclocked boards, or with post-processing turned off. They gave all the details on the system configuration, so they could easily...
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    How "big" is B3D?

    Well, to put things in perspective, the #1 rated site on the web (yahoo.com) has an avg. reach of 271,450. That's over 400 times more readers than Tom's, and over 4,000 times more readers than B3D.
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    How "big" is B3D?

    I think you can get a more interesting picture of the relative importance of a site by looking at Alexa's "Reach" figures. These measure how many of the total number of internet users (or at least those tracked by Alexa) visited a site on a given day, rather than page hits. The three month...
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    DeanoC's comments about SM3.0

    Dean, Thanks for your reply. I don't think you addressed my main point though, which was that releasing a patch that implements improvements only on SM3.0 hardware doesn't make sense if the same benefits could be achieved using a lower shader model. If you absolutely need SM3.0 to do...
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    DeanoC's comments about SM3.0

    Dean, I found your recent comments on SM3.0 in your forum concerning. You seem to indicate that investing time and money to develop SM3.0 shader technology is beneficial, while doing so for SM2.0b is not. Your rationale is that eventually all new hardware will support SM3.0, so there is no...
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    Nvidia's missing tech demos

    Must've been all that dynamic branching they used :lol:
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    R3/4XX appear they may have far better caching then NV chips

    My guess would be that no one wants to get caught looking like they have smaller caches than the competition, even though the optimal size is highly design-dependent. It's also possible, for example, that the optimal cache size for a chip with a fast memory interface might be smaller than that...
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