Here some interesting point of view from Ati's Technology Marketing Manager on what's intriguing ATM
http://techreport.com/etc/2004q2/nalasco/index.x?pg=1
http://techreport.com/etc/2004q2/nalasco/index.x?pg=1
As far as I know, there's no purpose that's served by trilinear filtering beyond eliminating the particular artifact that results from bilinear filtering where you have a boundary between mip map levels.
Sorry? That's not how I understand this quote.bloodbob said:I found this interesting
As far as I know, there's no purpose that's served by trilinear filtering beyond eliminating the particular artifact that results from bilinear filtering where you have a boundary between mip map levels.
So basicly that is saying brilinear is fine.
Two samples per clock. Not two pixels. But otherwise, it's a correct assumption.CJ said:At the bottom of page 5 it implies that the R300 derived chips also support two pixels per clock provided that MSAA is enabled. Does this mean that the R3x0 based chips can do a maximum of 16 Z/Stencil ops per clock (even when color writes are enabled) when AA is turned on? Is this a correct assumption?
This part is clearly misleading. GeForce 6800 can also output 32 samples per clock with color data. But only 32 pixels without color data.One advantage, I think, that we have in this capability over the GeForce 6800 series is that we can expose this capability even when color writes are enabled, so it's not limited to situations where you're doing Z-only or stencil-only reads and writes.
TR: We've heard that ATI started work on a chip code-named R400, and then decided to change direction to develop the R420. Why the mid-course correction, and what will become of the remains of the R400 project?
Nalasco: When we generate our roadmaps, we're always looking multiple years ahead, and, you know, circumstances obviously are going to change over that course of time. If you look at the development cycle for a new architecture, you're talking in the vicinity of a couple of years. One of the things that happened in our case is that we had these additional design wins or partnerships that we've developed with Nintendo and Microsoft, and that obviously requires some re-thinking of how the resources in the company are allocated to address that. So I think that's what you're really kind of seeing is that we had to make sure that we were able to continue with the roadmap that we had promised to keep producing for our desktop chips while also meeting these new demands, and we're confident that we're going to be able to do that.
On OGL i would desagree, and un F-buffer, it's not exposed... Otherwise, i need to read more in detail what he said, but he tried to show the advantages of X800s which is normal.
In OpenGL, it's easy for to address that, because in OpenGL, we basically write the compiler for GLSL, which breaks it down into our hardware-level shading language. That's one of the reasons it's targeted at OpenGL.
The other thing is that the F-buffer is really of most benefit when you're running very long shaders. Shorter shaders shouldn't have to multipass on this hardware. These long shaders generally don't run in real time, and are therefore much more applicable to a workstation or digital content creation type market, where real time is not as big of a concern as just getting a very good quality image.
No. "Brilinear", Ã la Nvidia, is applied across the board, regardless of whether it causes visible boundaries or not. And it does.bloodbob said:So basicly that is saying brilinear is fine.
Xmas said:This part is clearly misleading. GeForce 6800 can also output 32 samples per clock with color data. But only 32 pixels without color data.
madshi said:Sorry? That's not how I understand this quote.bloodbob said:I found this interesting
As far as I know, there's no purpose that's served by trilinear filtering beyond eliminating the particular artifact that results from bilinear filtering where you have a boundary between mip map levels.
So basicly that is saying brilinear is fine.
madshi said:Sorry? That's not how I understand this quote.bloodbob said:I found this interesting
As far as I know, there's no purpose that's served by trilinear filtering beyond eliminating the particular artifact that results from bilinear filtering where you have a boundary between mip map levels.
So basicly that is saying brilinear is fine.
Bolloxoid said:No. "Brilinear", Ã la Nvidia, is applied across the board, regardless of whether it causes visible boundaries or not. And it does.bloodbob said:So basicly that is saying brilinear is fine.
Not the same as a dynamic, adaptive algorithm.
geo said:Well, since Wavey has told us they are rewriting their OGL drivers from the ground up it would seem they can't be too satisfied.
Evildeus said:That will be a wait & see like for a long time with Ati & OGL