What´s so "wow" about that ?Xbot360 said:More good news for Nvidia (which I hate posting) there's links to a overclocked 3dmark06 score of 6700.
They overclocked it to 705mhz. If that's easy to do..wow.
What´s so "wow" about that ?Xbot360 said:More good news for Nvidia (which I hate posting) there's links to a overclocked 3dmark06 score of 6700.
They overclocked it to 705mhz. If that's easy to do..wow.
Chalnoth said:If you're talking about supersampling in conjunction with HDR, then that is entirely up to the developer...
There's no API interface for supersampling AA with HDR.Jaws said:No, I'm talking about whether SSAA can have RG sampling or not. Mintmaster said it wasn't possible but the NV PR I linked to earlier mentions RG but not specific to either MSAA or SSAA... sorry for the off topic but I wanted that clarified.
Chalnoth said it twice already, but I'll try to simplify it for you a bit. When writing a 3D game with AA, developers can either specify the multisample amount, or render to a higher resolution and shrink it themselves.Jaws said:No, I'm talking about whether SSAA can have RG sampling or not. Mintmaster said it wasn't possible but the NV PR I linked to earlier mentions RG but not specific to either MSAA or SSAA... sorry for the off topic but I wanted that clarified.
Mintmaster said:......
More importantly, the lack of rotated grid will make SSAA's visual improvement rather minimal (except in cases of shader antialiasing),...
Any pattern is possible with supersampling if you're willing to render the scene n times with jittered geometry. That is possible on any card with render to texture. But "real hardware-supported RGSSAA" wouldn't need multiple geometry passes or any effort from the developers.Jaws said:Are you saying SSAA and RG is NOT possible with HDR? Because from Chalnoths explanation it is but upto the developer.
Xmas said:Any pattern is possible with supersampling if you're willing to render the scene n times with jittered geometry. That is possible on any card with render to texture. But "real hardware-supported RGSSAA" wouldn't need multiple geometry passes or any effort from the developers.
Jawed said:Do you think that ATI and NVidia are only now just implementing fine-grained clock-gating?
Jawed said:I was under the impression that they've both been doing this kind of thing for a while now, to achieve low-power in laptop/mobile (and using that tech in desktop, too).
Jawed said:Perhaps what you're saying is that they're moving from coarse-grained to fine-grained. Or at least that NVidia may well have done so with G71.
Jawed said:I'm just trying to get a feel for timescales here. If we assume that they're lagging behind Intel/AMD, by how much?
kemosabe said:
serenity said:
atomt said:I would like to accept the bet, but I try not to make senior members look .....
Reality is that I don't have a 7800GT for a more accurate verification, and all the great minds here prefer not to use a ruler to make some measurements. I still think it is > 200mm^2.
Thursday is just 2 days away and by month end, we will know whether G73 is 125mm^2 or 150mm^2.
No problem for junior member to eat crow. I just scratch my balls wondering where all the scaling went bad.
geo said: