GFFX exposes no FP-Textures???

Hellbinder[CE said:
]I had to get up at 5am to drive back to civilization from my sisters fam's place.. So yeah.. Im suffering ;)

Welcome back to the real world HB....gonna spread some trouble for nVidia today? :p


Could this explain why I'm getting 16-bittish looking colors in some games on my GF4 using the 43.51 set under win98se? I swear since getting these drivers some games look particularly uglier in the color department. :(

( I kind of doubt it since it's a DX9 issue and there ain't really a whole lot of DX9 games, but figured I could ask. ;) )
 
digitalwanderer,

I know it might sound dumb, but try a defrag. You're using dx9 in win98se?
 
Ailuros said:
I know it might sound dumb, but try a defrag. You're using dx9 in win98se?

You're right, it sounds dumb. ;)

No, I'm using dx9a in 98se. :)


EDITED BITS: Nope, defragging didn't change a thing with the color ickies. :(
 
Sabastian said:
UncleSam DL iXBT said:
It's simply qestion of last time internal DX9 spec changes... MS favor ATI this time and NV got some troubles. also not all working and present inside chip. so practicaly they can enable only part of this and only in OGL :cry:

My understanding of DX is that the spec is known to IHVs and it is up to them to support it. I don't think this is a result of MS favoring ATi but rather a result of Nvidia cutting corners more likely. Nvidia knew that FP24 was to be the min spec for DX9. The problem is that they said they were going to use FP32 and it was too slow to use even on a GFFX 5800 Ultra. Nvidias problem with DX9 stems from their chip design rather then DX9 spec or MS, if you ask me.

I was going to answer Uncle Sam's comments in much the same way. I saw no evidence that nVidia was in any way exluded from a role in the formation of the spec--and indeed see nothing in the spec itself that would inherently penalize nVidia. I think nVidia simply decided to take a different path, to "think different," and ended up on the short end of the stick. I think nVidia's attempt to "buck" the system stems from the CEO's ingrained proprietary view of the 3D chip marketplace--which is short-sighted and certainly unfortunate. He once said nVidia's goal was to "light every pixel on every screen" (or some similar sentiment to that effect.) I often wonder if he realizes that flouting D3d and foisting things like CG on the industry is not the path to enlightenment. And his recent comments to the effect that nVidia has some sort of manifest destiny in the 3D chip marketplace to the degree that any other company which dares to think it can one up them is "smoking something hallucinogenic"--are just, well, sad. One might easily believe that Baghdad Bob is alive and well and working at nVidia these days...;) Judging by some things I've read spewing forth from the nVidia PR machine in the last few months such a thing does not seem improbable--as underscored here (loads a little slow but is pretty funny, I think--turn on your sound):

http://www.theinformationminister.com/press.php?ID=612207138
 
Re: They're coming

MrNiceGuy said:
A developer I know has a driver that contains fp render targets & texture and MET support. No fp cubemap or volume textures yet, tho.
Which driver version is that?

Thanks,

-- Daniel, Epic Games Inc.
 
Re: They're coming

MrNiceGuy said:
Sorry, Deano, you got the wrong info.

A developer I know has a driver that contains fp render targets & texture and MET support. No fp cubemap or volume textures yet, tho.

Fp render targets used to be turned on, but some WQHL problem made them turn 'em off.

I got the info from Juan Guardado, its possible he got things wrong but they had a demo of mine and it was concluded it wouldn't work without major modification on GFFX.

More advanced MET's are problems with Dx9 (its going to be fixed for Dx9.1). He did mention they might be able to get MET1 but I got the feeling they are going to wait for Dx9.1
Float render targets are expected next month but only 1 channel FP32 or 2 channel FP16.
Float textures I'm not sure on to be honest. I was only interested in render-targets.
 
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