NocturnDragon
Regular
Mariner said:It strikes me that Futuremark's design decisions, however honestly conceived, penalise ATI's current high-end chip for not supporting Fetch4. On the other hand, the R5X0 series of chips are able to support AA + HDR, something no NVidia chip is able to do, yet these NVidia chips are not penalised in the same way.
We know that chips which don't support the required depth textures for the PS2.0 shadowing are forced into a relatively expensive shader workaround which is fine by me as Futuremark have decided 24-bit accuracy is required. On the other hand, if this is acceptable, why aren't chips which are not able to support AA + HDR also forced into a shader workaround?
I note that in this interview, David Kirk explains NVidia's decision to not support AA + HDR thus:
I really liked Mariner post, and I think it got overlooked.
ATI decided not to implement FP16 texture filtering, saying that in the future, developers will want to use different kernel from the default box. So what Futuremark is doing, is using this "very efficient" (we don't have any information on what "very efficient" means.
Which is good, that's what ATI was looking for, let the developed do it with PS.
(One could argue that FM could have used a custom filter, to rais quality and implement it with PS on all hardware, as it's probably what future developers will do, but it's still a personal point of view)
Now again as all of you remember, Nvidia told anyone that multisaple with HDR was useless, because developers in the future will do the AA inside PSs.
Then why didn't FM do that with a PS on hardware not supporting it natively?
Why not do software SSAA?
Wouldn't it be "very efficient"? Too bad for the hardware not supporting it!
Would show that Nvidia cards (and any other cards that don't support it) are not future proof? Surely!
(But protecting some hardware is not what a "objective" benchmark should do anyway!)
It surely is just a coincidence that all the weird decision made go against ATI.. But still!