hovz said:im not saying he crippled ati on purpose, its just odd that this is the pnly game to break atis heir z. esp when games with similar rendering styles (dues x 2, theif 3) ati performs much better than nvidia
Each chip has its strengths and weaknesses. Every game engine has different characteristics, which usually aren't inherently better or worse.hovz said:im not saying he crippled ati on purpose, its just odd that this is the pnly game to break atis heir z. esp when games with similar rendering styles (dues x 2, theif 3) ati performs much better than nvidia
ERP said:But it's all relative.
Would you have been happier if the rendering path was slower on all hardware, but made ATI's hardware look better?
Carmack clearly made a number of decisions, that affect performance in a number of ways, without trying all of them you can't know what the tradeoffs were.
The Z prepass in and of itself might be enough to make the difference, and it could just be "Carmacks reverse" that's the issue.
We don't know, abd speculating that Carmack deliberatly crippled ATI hardware is a bit tin foil hat like IMO.
plat said:doesn't explain why older ATI hardware has no issues. it would seem to me that the fault (if there even is any?) would be on ATI. if there are no issues on older hardwafe but there is on newer hardware it would suggest to me that ATI has changed something in their hardware.
plat said:doesn't explain why older ATI hardware has no issues. it would seem to me that the fault (if there even is any?) would be on ATI. if there are no issues on older hardwafe but there is on newer hardware it would suggest to me that ATI has changed something in their hardware.
jvd said:THe r200 can do things in 1 pass that the 3/4 need multi passes . The r300 in other games has better shader performance.
THat could be why we see the fx and r3x0s so close to each other . Because they are handy capped by the hyper z .
Chalnoth said:I don't know why you people even bother to respond to hovz. I have yet to see an intelligent statement from him yet.
Well i should take your advice and not argue with u . Since you appear to have nothign intelligent to add to this convoChalnoth said:I don't see any reason to bother to argue a point with somebody who appears to have nothing intelligent to add to the conversation.
Thanks uttar. Actually, you need the front to back (ftb) for overdraw of 3 and 8, and use this formula:Uttar said:Mintmaster: I just did that, thanks for the idea I'm on a 6800GT at 410/1000 btw. The tests were run at 1280x1024 60hz, V-Sync disabled, 32bpp.
www.notforidiots.com/0AA.txt
www.notforidiots.com/2AA.txt
www.notforidiots.com/4AA.txt
Key numbers for Doom 3 probably are:
0x AA: Overdraw factor 3, front to back: 1902.61 fps
2x AA: Overdraw factor 3, front to back: 1749.25 fps
4x AA: Overdraw factor 3, front to back: 1567.55 fps
Seems like that could be quite an advantage...
Uttar
z-reject rate = (# pixels on screen) * 5 / (1 / ftb8 - 1 / ftb3)
I think it does, but I believe the thread showed that nVidia's optimizations gave more performance when surfaces were closer to one another, which seems a strange result indeed.Mintmaster said:For your card, we get over 25 Gpix/s for all AA settings, a few percent shy of 64 pixels per clock. That means Xmas is right. With 4xAA, NVidia can reject 256 samples per clock. I doubt they have this many Z-units, so does it mean NVidia has a form of HiZ as well? We saw a hint of this in another thread where pixels could only be rejected at a rapid rate when there is enough difference in Z value.
pat777 said:Why don't we argue about the topic instead of argueing about someone's arguements?
With that said, what's so special about rejection rate?