Luminescent
Veteran
Interesting post, whql, although I'm not sure if the game Deano was referring to is pixel shader limited. Deano followed up with his initial post with the following claim:
I was referring to pixel shader performance, specifically, which is generally determined by specialized benchmarks. I do know that anisotropic filtering changes things a little, being that R420 has independent texture address and sampling processors.
Deano C said:Its probably more our fault than nVidia's to be honest, we built it pretty much on 9700 and 9800, so its not surprising its runs better on an X800. The NV40 path is nowhere as optimized at the moment. We seem to encounter a fair few bugs on the NV40 that cause us to run slower code paths.
I was referring to pixel shader performance, specifically, which is generally determined by specialized benchmarks. I do know that anisotropic filtering changes things a little, being that R420 has independent texture address and sampling processors.