Heck, I've always been most impressed with Id's networking code...probably as much as the actual 3D code...There are so few titles out that stress systems out like Id-powered games...and the truth of the matter is that most of them totally suck in this regard...
OT, but..
Quake network code sucked, up until QuakeWorld.
Quake2 network code sucked, up until they implemented the QuakeWorld code (and led to a lot of unhappy campers.. literally)
Quake3.. I'm not going to go there. :smile:
Besides, I really thing that FSAA is an acquired taste...One thing that 3dfx preached that was totally on the $$...Once you use it, you won't go back. Running in high-resolution simply does NOT address the problem @ hand, despite what some people claim...There is an abundance of definitive proof that supports this claim...
Yeah, and those dirty bastards at 3dfx ducked out before putting anything out that has the abundance of bandwidth and fillrate to deliver this for every game. :smile:
I agree totally with your R250 speculations, although I disagree with the R200 commentary on SV and performance. I also disagree with that NVidia engineer's stipulation as well given just how lowly and pathetic SS is on the GTS, Ultra and fall-back hacked modes on the GF3.
I'd imagine some ATI engineers are probably scoffing in the same way about NVidia's anisotropy. Both sides can equally scoff at different approaches when the approaches obviously take short-cuts at the expense of actual effect applied.
Supersampling is expensive and there are no two ways about it. It's simple to ride a multisampling high road and scoff at something substantially more expensive requiring more power to pull off. The 8500 does admirably well in framerate for performing SS- it's just it doesn't have the gobs and gobs of bandwidth overhead required to pull this off in games that are already swallowing up this precious resource by the bucket. Luckily a substantial majority of the games out there are well within the power afforded to the card to maintain playable framerates with AA enabled.
The whole basic premise of this discussion is really very fundamental. Video hardware has a fixed and finite amount of resources available. Everything chips away at those resources and some are consumed more readily than others (bandwidth vs fillrate vs gpu states vs geometry handling vs etc.etc.).
Obviously if a game running "flat" with no AA and no anisotropy applied consumes all available resources leaving little to none remaining for these added novelties, performance loss is going to be dramatic when applied. From this basic principle, mutual exclusions can be arrived- but those exclusions will be *very* game, platform, driver, hardware and implementation specific.
If this werent the case, then we gamers and 3d enthusiasts wouldn't spend so much time trying to get new "leaked" drivers and spend countless hours adjusting game settings, driver adjustments and the like. We're simply trying to shuffle bottlenecks to find that "sweet spot" balance given the finite amount of resources our hardware has and what we can and cant achieve from a particular hardware's choice of implementing features.