Joe DeFuria said:I'm personally not expecting any major differences in pixel shaders. Vertex shaders maybe. For ATI this time around, I think they're really going to try and just be balls-out the fastest...which considering the good foundation of their R3xx core, isn't necessarily a bad thing.
Bjorn said:Joe DeFuria said:I'm personally not expecting any major differences in pixel shaders. Vertex shaders maybe. For ATI this time around, I think they're really going to try and just be balls-out the fastest...which considering the good foundation of their R3xx core, isn't necessarily a bad thing.
I agree and disagree
Sure, the R3xx core is a very good foundation to build from. But i personally think it's pretty weak if they don't support SM3.0. After all, it's nothing like PS 1.4 which was pretty much defined by ATI and was also a defined after the hardware was released.
Just as i think it's weak that Nvidia doesn't support higher modes of MSAA, although i consider not supporting SM3.0 to be a much bigger problem.
Bjorn said:After all, it's nothing like PS 1.4 which was pretty much defined by ATI and was also a defined after the hardware was released.
Just as i think it's weak that Nvidia doesn't support higher modes of MSAA, although i consider not supporting SM3.0 to be a much bigger problem.
Stryyder said:I agree as I said above ATI not supporting SM3.0 will be a huge marketing nightmare after how they bashed NVIDIA last generation on the PS 2.0 support. The situations are very comparable.
surfhurleydude said:digitalwanderer said:Just wait 'til you see what the R420 can hit with low-k! 8)
After just quickly glancing thru 9600 XT reviews, I'm not very excited.
Joe DeFuria said:Stryyder said:I agree as I said above ATI not supporting SM3.0 will be a huge marketing nightmare after how they bashed NVIDIA last generation on the PS 2.0 support. The situations are very comparable.
And I have to ask again...where did ATI bash nVidia on DX9 feature support, rather than performance?
Stryyder said:Bjorn said:Joe DeFuria said:I'm personally not expecting any major differences in pixel shaders. Vertex shaders maybe. For ATI this time around, I think they're really going to try and just be balls-out the fastest...which considering the good foundation of their R3xx core, isn't necessarily a bad thing.
I agree and disagree
Sure, the R3xx core is a very good foundation to build from. But i personally think it's pretty weak if they don't support SM3.0. After all, it's nothing like PS 1.4 which was pretty much defined by ATI and was also a defined after the hardware was released.
Just as i think it's weak that Nvidia doesn't support higher modes of MSAA, although i consider not supporting SM3.0 to be a much bigger problem.
I agree as I said above ATI not supporting SM3.0 will be a huge marketing nightmare after how they bashed NVIDIA last generation on the PS 2.0 support. The situations are very comparable.
Joe DeFuria said:Stryyder said:I agree as I said above ATI not supporting SM3.0 will be a huge marketing nightmare after how they bashed NVIDIA last generation on the PS 2.0 support. The situations are very comparable.
And I have to ask again...where did ATI bash nVidia on DX9 feature support, rather than performance?
Bjorn said:I seem to remember that the problem with no MRT support was brought up quite a lot with regards to Half Life 2.
Joe DeFuria said:The highest nVidia got the NV3X was what, 475 Mhz?
Seiko said:ATIs failure to support SM3.0 is IMHO really going to hurt.
Joe DeFuria said:Or Ps 1.1 which was pretty much defined by nVidia? Or 2.0 which was pretty much defined by ATI?
Joe DeFuria said:By ATI, or the developer? And isn't that particular feature now being touted by nVidia as well?
It appears that this more a vindication of Valve's stance on MRT, than it is ATI bashing nVidia for a feature ATI "claims" is significant.
Maintank said:From a developers point of view it seems like PS 3.0 is the way to go if you really want to get the best performance out of your shaders. The ability to simply disregard parts of the shader can save lots of resources and increase performance.
Bjorn said:Maintank said:From a developers point of view it seems like PS 3.0 is the way to go if you really want to get the best performance out of your shaders. The ability to simply disregard parts of the shader can save lots of resources and increase performance.
I got the feeling that the branching in PS3.0 wouldn't necessarily be faster on the NV4X. More of a convenient thing for developers but care has to be taken to avoid slowing things down. VS3.0 branching should be faster though.