Recent content by MikeC

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    creative labs teaches Carmack a thing or two about shadows?

    Would you be referring to this e-mail about shadow volumes that Carmack send to NVIDIA's Mark Kilgard back in 2000? http://developer.nvidia.com/attach/6832
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    Nalu is an NV3x level demo?

    You're right. The documentation lists the new features of the NV_fragment_program2 as: *structured branching support, including data-dependent IF tests, loops supporting a fixed number of iterations, and a data-dependent loop exit instruction (BRK), * subroutine calls, * instructions...
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    Nalu is an NV3x level demo?

    I don't think so, but you can double check here: http://developer.nvidia.com/object/nvidia_opengl_specs.html Update: This document lists the existing and new extensions that are supported by NV40: http://developer.nvidia.com/attach/7083 The new ones are: ARB_texture_non_power_of_two...
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    Hellbinder says full trilinear would cost 50% preformance?

    Another comparison. http://www.nvnews.net/vbulletin/showpost.php?p=330284&postcount=30
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    Hellbinder says full trilinear would cost 50% preformance?

    I agree with that assessment :) Check this all-in-one comparison out: http://www.nvnews.net/vbulletin/showpost.php?p=329889&postcount=26 Which are based on thumbnails from a section in frame 300: http://www.nvnews.net/vbulletin/showpost.php?p=329119&postcount=22
  6. M

    Hellbinder says full trilinear would cost 50% preformance?

    I'm discovering a similar situation with these adaptive filtering techniques. The biggest "bang for the buck" is seen when moving from trilinear to 2X aniso. In most situations 8X and 16X aniso are overkill since they don't significantly enhance texture quality over 4X.
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    Hellbinder says full trilinear would cost 50% preformance?

    I'm conducting some off the wall experimentation using AquaMark3, but it's a work-in-progress :) http://www.nvnews.net/vbulletin/showthread.php?t=29077
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    nVnews

    This is a total lie Hellbinder you are posting here. I have the receipts for mailing Volt a Prolink 5900 I purchased for him when he was sent back to Poland from the U.S. last spring. I also sent him $50. bucks to help pay customs tax. Volt receipt of the card was very well documented...
  9. M

    ATi vs. Nvidia IQ showdown at Firingsquad

    Thanks for the feedback Althornin. While I did test with 3DMark03 and Aquamark3, I'm sure that you're talking about ShaderMark and Rightmark3D when you stated that I ignored synthetic benchmarks. I did mention the importance of DirectX 9 and syntehtic benchmarks and provided links to the...
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    ATi vs. Nvidia IQ showdown at Firingsquad

    I wanted to let you folks know that I included a variety of high quality PNG screenshots from the GeForce FX 5950 Ultra and Radeon 9800 Pro in our GeForce FX 5950 Ultra preview that can be used for image quality comparisons. I was pressed for time and antialiasing and anisotropic filtering...
  11. M

    5700, 5600, 9600 'Pure' DX9 Performances

    Good question. Looks like I've got some homework to do :)
  12. M

    5700, 5600, 9600 'Pure' DX9 Performances

    Thanks, I didn't know that and should update my preview. Do you think I should also mention that I didn't notice any difference in the graphics when playing Halo on either graphics card.
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    5700, 5600, 9600 'Pure' DX9 Performances

    As you know Halo is a game and not a synthetic benchmark and contains a command line variable that supports a pixel shader 2.0 code path. Have you by chance tested performance in Halo using this code path with either the GeForce FX or Radeon 9800?
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    Patric Ojala/FM on benchmarking games vs benchmarking applic

    There are results from extensive multi-player testing I did with BF1942 on a Radeon 9800 Pro back in August. My goal was to determine the settings were "playable" on the Berlin map. Most of the settings below are "playable", but I was more competitive when the minimum was closer to 40fps...
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    HLSL 'Compiler Hints' - Fragmenting DX9?

    Give this man an A+. I posted a story at nV News back in August that contained the following shader schematic for D3D and OGL. http://www.3dlabs.com/support/developer/ogl2/presentations/index.htm
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