DemoCoder said:Depends on how you count usable features. NV3x was bashed over the head for 18 months for lack of HDR support. No games used it, and Valve is stating they won't use it in HL2 because it's too slow on R300. (I speculate they might use it in rare circumstances or cut scenes where it won't perform badly)
nv3x was bashed for a number of really good reasons, I don't recall lack of hdr ever being a really significant part of that.
When did valve say they were not going to support hdr? Got a link?
DemoCoder said:The status of 3Dc, FP blending/filtering, geometry instancing, SM3.0, et al, are to be determined in the future as to whether they are "usable". I mean, how many games are using boat loads of normal maps over the last 2 years and need hi-res ones? FarCry, HL2, and D3 are probably the first, and D3/HL2 ain't out yet.
For the near future it's going to come down to how easy it is to implement some of these features. Games written from the ground up using any of these in mind are 2-4 years away. Expect to see only glimpses of what SM3, 3Dc etc are capable of in the interim.
DemoCoder said:The only real universally used features are AA and AF, and I think NV40's 4xAA and 16xAF are emminently usable and good enough in IQ. Sure, sometimes 6x can be switched on with R420 depending on game and resolution, and sometimes temporal AA will work as planned on some games. But you know, sometimes HDR and SM3.0 might be usable as well. We don't know yet.
Good enough is entirely subjective, its like saying shader lengths of 32 is good enough. You can do a lot of nice things with it but more is always better. The question is, what is the cost?
The answer for ATi was apparently that they would rather have the IQ and performance now than the future unknown potential of sm3.0. It wasn't the best choice for every user, but neither is the lower performance and lower IQ, higher power consumption of nv40. Both companies made choices. Time will tell who made the right ones.