ATI Talks Lithography

london-boy said:
Steve Dave Part Deux said:
The R3xx series supports centroid sampling.


thanks for telling us!! now, if u don't mind, can u explain to me/us what u're talking about? pretty please... not like it should be discussed here, but what the hell u brought it up, might as well finish it
Have a search through some of the other B3D threads (i.e. outside of "console") and you'll get an explanation ;-)
 
Microsoft's choice of Xbox design partners are the ones that emerge from the competitve pressures of the marketplace as most suitable. Microsoft has shown their willingness to change to new partners that offer a better solution for the specific time. Nearer to the PS2's time, SEGA also evaluated the competitive marketplace to find the best solution for their new system. The technologies of nVidia and 3Dfx (among others) were considered and turned down in favor of a PowerVR solution.

between fall 1994 (before Saturn launched in Japan) and mid 1997, Sega concidered:

Lockheed Martin Real3D
Nvidia NV2
3DO / Matsushita M2
PowerVR Series 1
3Dfx Voodoo / Banshee

among others, before ultimately deciding on PowerVR Series 2
 
I was actually kind of hoping that someone with a more practical knowledge of such matters would step in to field that one. I merely brought it up because the MSAA issues DeanoC was describing seem awful similar to what Valve was experiencing with HL2. Enabling centroid sampling seemed to address the issues Valve was having. I figured it could do the same for SH2.
 
Steve Dave Part Deux said:
I was actually kind of hoping that someone with a more practical knowledge of such matters would step in to field that one. I merely brought it up because the MSAA issues DeanoC was describing seem awful similar to what Valve was experiencing with HL2. Enabling centroid sampling seemed to address the issues Valve was having. I figured it could do the same for SH2.


well, the difference might lie in the fact that HL2 is still to be release, while SH2PC was released ages ago...? just a guess
 
Steve Dave Part Deux said:
I was actually kind of hoping that someone with a more practical knowledge of such matters would step in to field that one. I merely brought it up because the MSAA issues DeanoC was describing seem awful similar to what Valve was experiencing with HL2. Enabling centroid sampling seemed to address the issues Valve was having. I figured it could do the same for SH2.

It probably would fix it. Last year, there was no way around the problem :( When Valve found it, suddenly there was a fix :) by breaking specifications :(

There is no 'enabling centroid sampling' anywhere in Dx9 except for PS_3_0 (which a R3x0 can't do). Specification breaking is the bain of PC graphics, and I don't like it for any reason, even to improve quality and/or speed.
 
You can do the texture co-ordinate lookup in a PS2.0 shader, which is what is being done for NV3x.
 
I wasn't implying that I believed SH2 could spontaneously support such a feature, which as Deano said, is not even included in the API spec. I just wanted to make sure I wasn't harbouring any drastic misconceptions regarding centroid sampling in application.
Deano- Coding to spec must be somewhat irritating after working on a fixed platform where "anything goes". Thanks btw.
 
I am curious to see how the next gen market will shape up especially if the R4xx based GameCube2 comes out a year before the PS3 and XBox 2 as is rumored.

Nintendo seems to really want to get back in the market lead in a big way after the disappointment of the GC.
 
in my opinion Nintendo will never really go out of the market until they keep making hardware and those few but valuable excellent games...
 
When the ps2 was deisgned they had a plan. The gscube was one part and then the ee3 and gs3 were meant for the ps3. They then switched to the cell cpu. Which was designed for ibm first and foremost and then used by sony .


not necessarily.

EE3 and GS3 were said (in 1999) to be completely new architectures over EE and GS. it was said EE3 and GS3 would appear in 2005 or 2006.
this fits nicely with Cell architecture, which IS a totally new architecture.

BroadBand Engine and Visualizer are probably EE3 and GS3 respectively and both based on Cell.

Unless someone comes up with a very compelling post explaining otherwise, I personally do not believe Sony switched from the EE3/GS3 plan of 1999 to the Cell plan announced in 2001. I believe they are the same thing.
 
In my option, CONTINUING to reply to month-old threads, especially comments made on page 1 of 9 for little purpose is also a bad idea.
 
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