Recent content by nooneyouknow

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    Tomb Rider AOD with Cg

    CG was used for Nvidia boards and HLSL used for ATI boards.
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    NVIDIA Stepping Back from Cg?

    I thought the new Maya had Direct 3D support as well. Lemme check... EDIT: Checked and no mention of DX anywhere. Wonder what program I was thinking of. SoftImage maybe?
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    NVIDIA Stepping Back from Cg?

    Which account for what, 99+% of the games out there for PC? :lol: EDIT: Just wanted to add that in the DCC world, that # is certainly not true although there seems to be a slow shift towards DirectX more in the game-related ones. Not sure if they are DX only though (thinking of the new...
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    Sneak Peek at NVIDIA's Financials

    Considering these are the past financials: 13 Weeks Ending 04/27/03 - 405.0 Million 13 Weeks Ending 01/26/03 - 469.0 Million 13 Weeks Ending 10/27/02 - 430.3 Million 13 Weeks Ending 07/28/02 - 427.3 Million 13 Weeks Ending 04/28/02 - 582.9 Million They were off by 30+% in revenue (-178...
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    nVidia vs Futuremark Continued - Guess what nVidia's doing!

    I personally think ATI should leave the FM program permanently. The major reason being that FM backed down against legal pressure from Nvidia. No balls, no use. Down with 3D Mark forever I say!
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    Using Cg for benchmarking

    Rev, I was merely trying to point out that CG must not be that great since developers who have been using CG have also decided to use HLSL. My interpretation from that is that CG is obviously great for Nvidia hardware and HLSL is great for everyone else. Again, my opinion.
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    Using Cg for benchmarking

    And if they are soooo identical, then why did Nvidia write it? They had to have known MS was doing HLSL. Heck, what about vica-versa. Also, why are there a couple developers that support CG also support HLSL? Hmmm.. Oh yeah, they want something to work on everyones card ;)
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    OpenGL meeting notes

    If both are outputting standard PS ASM code, I would still believe HLSL will do better. CG might just provide better Nvidia-optimized ocde.
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    Using Cg for benchmarking

    Hmmm. Lemme think. Oh yeah, with HLSL, no back-end needs to be written. And if you are another IHV, your competitor doesn't control its' future. Oh yeah.... So, I guess that means something to someone. I knew someone would nickpick this but I really don't care. I will retract this...
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    Using Cg for benchmarking

    1 - I stopped reading simply because there was still the usual mis-information out there. Gets tiring after a while. 2 - I would suspect that on Nvidia hardware, the output should be similar. On ATI hardware, I would suspect a far different picture, obivously dependent on the length /...
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    Using Cg for benchmarking

    I am not sure that would help :)
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    Using Cg for benchmarking

    I only read 2 pages of this and stopped reading because it was too funny reading it. Here is the bottom line folks: HLSL compiler was written with input from all IHV's (Nvidia and ATI at the very least). CG compiler was written with input ONLY from Nvidia. MS compiler guys are FAR...
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    OpenGL meeting notes

    Re: HLSL CG is not identical to HLSL. They are not compatible. CG can compile down to OGL but how effectively? We know that it is not very effective on PS hardware, so doubt it compiles to OGL very well. MS has the best compiler guys, not Nvidia. Plain and simple.
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    Kyle's new thread @[H]

    Walt, Nvidia pulled out because they didn't get their own way. I guess they need to learn what a CONSENSUS is, instead of the way they think it should be done.
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    Kyle's new thread @[H]

    For those who claim that 3D Mark 2001 was good as it used a "real" game engine, I think there needs to be some clarification. Sure, it used a scene from Max Payne and some Max Payne art assets, but 3D Mark 2001 covered DX7 and DX8 features. Max Payne had only DX7 technology, no shaders...
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