half-life 2 and TWIMTBP

silhouette

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I know the subject is stupid, but half-life 2 is listed in the nvidia's n-zone with a TWIMTBP mark next to it.. Does Nvidia allow to do something like that?

If they can, why doesn't ATI list all new coming games in their sites?

Maybe the guys from ATi can answer this... Just out of curiosity...
 
Maybe, as a condition to getting help from nV in writing shaders, devs/publishers must allow nV to list their games in the TWIMTBP page?
 
lmao - I didn't realise that HL2 was meant to be a TWIMTBP game..... I would have thought NV would have attempted to disuade Valve from using any floating point render targets early on if that was the case..... ah well... nevermind eh?
 
digitalwanderer said:
Miksu said:
Afaik, HL2 isn't a TWIMTBP-product but Steam is.
How do you play Steam? :|

Good point ;) Hmm... Well... I guess they could say NVIDIA is revolutionizing the notion of gaming! :D
Oh, and Dig, check your PMs. You won't regret it. Trust me :)


Uttar
 
jimbob0i0 said:
lmao - I didn't realise that HL2 was meant to be a TWIMTBP game..... I would have thought NV would have attempted to disuade Valve from using any floating point render targets early on if that was the case..... ah well... nevermind eh?

As far as I know, they aren't using floating point render targets.

Do you know a site that is called beyond 3d they had this in their news section :
[Gary McTaggart] Actually, with ATI, we use 16 bit integer buffers. We don't use a float buffer. NVIDIA is adding support for buffers that are lower than 16-bit integer.
 
LeGreg said:
jimbob0i0 said:
lmao - I didn't realise that HL2 was meant to be a TWIMTBP game..... I would have thought NV would have attempted to disuade Valve from using any floating point render targets early on if that was the case..... ah well... nevermind eh?

As far as I know, they aren't using floating point render targets.

Do you know a site that is called beyond 3d they had this in their news section :
[Gary McTaggart] Actually, with ATI, we use 16 bit integer buffers. We don't use a float buffer. NVIDIA is adding support for buffers that are lower than 16-bit integer.

Um this makes no sense to me now - can any knowledgable correct my information? I though floating point render targets were being used for HDR with HL2? Also I thought some of the other effects *required* FP to work correctly and hence were being cut down or removed from the mixed mode and DX8/8.1 modes?
 
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