Thinking lately about NVidia really relying on DX9 precision hint to run quickly and about John Carmack's comments that in Doom 3 under OpenGL that NV3x runs the Open Standard ARB2 path at half the speed of the proprietary NV30 path, yet ATi runs ARB2 almost as fast as R200 path I started wondering.
Is what we are seeing just ATi's top chips are following the OpenGL and Directx 9 standards really, really closely whilst NVidia makes sure they can somewhat comply - but goes a far more proprietary route requiring numerous extensions to do the nearest equilvalent workload quickly? Meaning game developers need to code to open standards for ATi but use many proprietary extension for NVida to get equivalent performance?
If so why - why didn't NVidia stick to open standards - I sense it wasn't cause it didn't like them nor that they wanted to invent another competiting 3d API. rather it seems that they have some hidden agenda that requires a proprietary APIs and I can't guess what it might be. Where is the design and architecture of their top end cards taking them?
Is what we are seeing just ATi's top chips are following the OpenGL and Directx 9 standards really, really closely whilst NVidia makes sure they can somewhat comply - but goes a far more proprietary route requiring numerous extensions to do the nearest equilvalent workload quickly? Meaning game developers need to code to open standards for ATi but use many proprietary extension for NVida to get equivalent performance?
If so why - why didn't NVidia stick to open standards - I sense it wasn't cause it didn't like them nor that they wanted to invent another competiting 3d API. rather it seems that they have some hidden agenda that requires a proprietary APIs and I can't guess what it might be. Where is the design and architecture of their top end cards taking them?