Wouldn't it actually be unproven?AlphaWolf said:Dave B(TotalVR) said:You dont think that ATi's lack of optimisation in Doom3 has anything to do with them leaking the alpha test last year?
Wouldn't that be more than 2 years ago?
Wouldn't it actually be unproven?AlphaWolf said:Dave B(TotalVR) said:You dont think that ATi's lack of optimisation in Doom3 has anything to do with them leaking the alpha test last year?
Wouldn't that be more than 2 years ago?
On what statement? And which Dave?Doomtrooper said:I think Dave is right on the money, shame for ID.
If a game uses shadow volumes for outdoor scenes, then it should help significantly. There, reasonable bounds of the shadow would likely exclude a large part of the z-buffer.Chalnoth said:1. If r_useDepthBoundsTest isn't currently useful, will it ever be? Could things like more lights or deferred shading make it more useful? Or perhaps faster CPUs?
DaveBaumann said:Go find Rex and ask him...
[edit by Reverend]Rex sounds nicer than Rev![/edit]
hovz said:no one except those on the inside know if id actually did this to purposly cripple ati
Let's see... when did Carmack "invent" his stencil shadow algorithm and make it the foundation of his next engine?hovz said:its just funny that id picks a rendernign feature that they had to have known would be bad for all radeon cards performance wise.
Xmas said:Let's see... when did Carmack "invent" his stencil shadow algorithm and make it the foundation of his next engine?hovz said:its just funny that id picks a rendernign feature that they had to have known would be bad for all radeon cards performance wise.
Would alternative approaches result in the same quality, effect, and better performance on ATI hardware? Is Doom3 unplayable on ATI hardware?
jvd said:Of course i find it odd that they didn't work with each other to fix the problems
Florin said:jvd said:Of course i find it odd that they didn't work with each other to fix the problems
Maybe they did, and this is the best that they could do.
jvd said:Florin said:jvd said:Of course i find it odd that they didn't work with each other to fix the problems
Maybe they did, and this is the best that they could do.
mabye.
But I would expect better from carmack than that .
But the game runs great on ATI cards. Ok, it runs a bit better on other cards but I'm not sure if that could be called a 'problem'.
The older ATI cards run it just fine, compared to their competeting cards. It's just the X800 series which is significantly behind. ATI knew quite well which rendering technique Doom3 will use. They did some changes to the X800 core (e.g. I think they added two-sided stencil, right?). So why didn't they add/change something to make sure that Hyper-Z works with Doom3's rendering method? For me it's ATI's own guilt.jvd said:Right. Which is why I"m not complaining. I'm just stating.
If the way doom 3 renders something has a problem with ati's hyper z then why would ati or id continue on with it.
Esp id as it seems to have the only game that fubars ati's hyper z .
Why would they not find a more ideal solution to it.
That is all I have to say.
The older ATI cards run it just fine, compared to their competeting cards. It's just the X800 series which is significantly behind. ATI knew quite well which rendering technique Doom3 will use. They did some changes to the X800 core (e.g. I think they added two-sided stencil, right?). So why didn't they add/change something to make sure that Hyper-Z works with Doom3's rendering method? For me it's ATI's own guilt.
Hmmm... Are you really qualified to say that? Are you a programmer knowing Doom3's rendering technique inside out? Do you know a better way how they could have done it?jvd said:id didn't have to break hyper z
madshi said:Hmmm... Are you really qualified to say that? Are you a programmer knowing Doom3's rendering technique inside out? Do you know a better way how they could have done it?jvd said:id didn't have to break hyper z