RussSchultz said:3Dc better have significant advantages over the current compression if it wants traction.
Not sure whats funny about what you said.Doomtrooper said:RussSchultz said:3Dc better have significant advantages over the current compression if it wants traction.
Who got the X-box 2 contract, if the compression is as good as rumours say..then you can possibly see why besides the popular 'ATI took out 500 million to seduce M$'
Making sense isn't yours, apparently.Doomtrooper said:Umm No, for the past two weeks I've read how the R420 would not be competetive with the 6800U. Well alot of these view points were always looking at brute force implementations, memory speed, core speed, pipelines. No one ever looked at 'other ways'.
Mind reading is not your fortay.
Now you're really not making sense.Doomtrooper said:Why would it have to be open source to be accepted ? Microsoft licensed S3TC , they also licensed PS 1.1 or nfiniteFX II from Nvidia for X-box 1.
I make sense just fine.
RussSchultz said:Now you're really not making sense.Doomtrooper said:Why would it have to be open source to be accepted ? Microsoft licensed S3TC , they also licensed PS 1.1 or nfiniteFX II from Nvidia for X-box 1.
I make sense just fine.
I stated a compression algorithm had to be a considerable step forward to gain traction over the industry standard. Open source wasn't enough, as shown by FXTC.
And you started talking about XBOX contracts and laughing.
Most puzzling.
Shadow buffers seem to be a weird situation. They -are- supported by the R3xx series in OpenGL, but apparently not in DirectX? Perhaps it's related to NVidia's render-depth-to-texture extension that ATI doesn't support. . . There are other methods for dumping the depth buffer into a texture, though -- at least in OpenGL. . .DemoCoder said:Register combiners formed the foundation of DX8, and shadow buffers do get used in a few games (such as Splinter Cell), more heavily on the XBox. If ATI had supported them, you'd see alot more usage. They're gonna be in OpenGL2.0
Mulciber said:RussSchultz said:Now you're really not making sense.Doomtrooper said:Why would it have to be open source to be accepted ? Microsoft licensed S3TC , they also licensed PS 1.1 or nfiniteFX II from Nvidia for X-box 1.
I make sense just fine.
I stated a compression algorithm had to be a considerable step forward to gain traction over the industry standard. Open source wasn't enough, as shown by FXTC.
And you started talking about XBOX contracts and laughing.
Most puzzling.
XBOX! *slaps knee*
Ostsol said:Shadow buffers seem to be a weird situation. They -are- supported by the R3xx series in OpenGL, but apparently not in DirectX?
RussSchultz said:Now you're really not making sense.Doomtrooper said:Why would it have to be open source to be accepted ? Microsoft licensed S3TC , they also licensed PS 1.1 or nfiniteFX II from Nvidia for X-box 1.
I make sense just fine.
I stated a compression algorithm had to be a considerable step forward to gain traction over the industry standard. Open source wasn't enough, as shown by FXTC.
And you started talking about XBOX contracts and laughing.
Most puzzling.
Ah, so it's a specific compression scheme is it?DaveBaumann said:As for 3Dc, wait a little. Its not a general compression scheme.
kemosabe said:http://www.gzeasy.com/newsphoto/y2k4/04/24/ati1.jpg
Same pic from a different angle. How much more starved for info can one get. :?
kemosabe said:http://www.gzeasy.com/newsphoto/y2k4/04/24/ati1.jpg
Same pic from a different angle. How much more starved for info can one get. :?