Nvidia glamours PC gaming market

Discussion in 'Politics & Ethics of Technology' started by fellix, Sep 24, 2011.

  1. fellix

    fellix Hey, You!
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    Nvidia: Console Software Sales Flat, PC on the Rise
    :???:
     
  2. Davros

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  3. pjbliverpool

    pjbliverpool B3D Scallywag
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    That slides funny. I'd love to know exactly how they put it together. 40% higher performance in 2005 is stretching it a bit though.

    The fastest single GPU back then was the 7800GTX 512.
     
  4. GZ007

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    16 ROP-s and 256bit GDDR3 are the reason for higher performance. RSX has just 8 ROP-s and 128bit GDDR3.
     
  5. pjbliverpool

    pjbliverpool B3D Scallywag
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    An extra 50Mhz core clock too (10% higher). Still seems like stretch to claim 40% greater performance overall though but I guess it's possible.
     
  6. I.S.T.

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    Considering the memory system was cut in half, I would not doubt the 40% greater performance figure one fucking bit.
     
  7. tabs

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    Isn't that just the raw power though? Driver overhead would cut that down some.
     
  8. Davros

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    So is the consensus the slide is true or not ?
     
  9. Squilliam

    Squilliam Beyond3d isn't defined yet
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    That looks a lot closer to 60-80% than 40%... I think they're being liberal. I suspect they're talking high end SLI systems which cost 5* the cost of the console...
     
  10. trinibwoy

    trinibwoy Meh
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    What exciting new hardware is hush hush till next month?
     
  11. swaaye

    swaaye Entirely Suboptimal
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    If PC hardware is 8x faster or whatever it certainly hasn't mattered much for visuals. Developers spend way more time coming up with brilliant ways to make the consoles render something new while we just buy NV/AMD's latest stuff for no good reason. And there's also the whole API/driver inefficiency problem that has been brought up by various developers.

    Nice for Davros's multi monitor setup though.
     
  12. tabs

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    He must be using Windows 8 already.
     
  13. MfA

    MfA
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    NVIDIA is a huge part of the problem .... them holding back UE development as far as AA is concerned, pushing FXAA but not pushing MSAA ... even with API overhead we shouldn't be stuck with bad anti-aliasing on the PC, we have far too much fillrate for that.
     
  14. tabs

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    Proof or it didn't happen. (I have no idea, it just sounds juicy and I'd love to know more).
     
  15. Arwin

    Arwin Now Officially a Top 10 Poster
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    Understatement of the year. ;)

    Small detail, but the RSX is also connected to XDR2 with 128bit, yes? So in that respect, RSX has had some 'driver overhead' of its own? ;)
     
  16. pjbliverpool

    pjbliverpool B3D Scallywag
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    :lol:
     
  17. MfA

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    I have no proof, just all these UE games using DX9 and driver hacks to do MSAA (Batman gate). Tim Sweeney never using DX10.1 to solve some of the fundamental problems of deferred rendering and MSAA, even though he is now doing it with DX11 for his next gen engine with the same techniques which would have worked for DX10.1 ... meh, I just see all these sponsorships from both NVIDIA and AMD with developers and never does it end up with technology which is inapplicable for consoles for some reason (except useless shit like bolted on tesselation to round off some corners).

    How strange, you don't suppose it's because they (and the game developers) are beholden to Microsoft and Sony do you? Cause I certainly do.
     
  18. almighty

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    Nvidia have a lot of options for AA on PC, They even have an official tool for forcing super sample AA on pretty much any game regardless of what API it uses.

    And I've always been able to force AA in ANY unreal engine 3 game..
     
  19. homerdog

    homerdog donator of the year
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    The original Gears of War on PC supported MSAA through the DX10 path. Since then I don't know if any UE3 games have had anything above DX9. IDK how this is NVIDIA's fault; Rocksteady could have put in a DX10 path for Batman but they didn't because they don't give a shit. NVIDIA came along and said "hey you can do it in DX9 with this extension" and that's how it ended up. Otherwise I doubt there would be any AA at all in that game.
     
  20. hoho

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    But question is, does the graph only count single GPUs or also SLI setups?
    Considering that 8x faster HW is running the (often poorly ported) console ports at 4x more pixels + AA + 2x higher FPS it's not really a surprise they haven't needed to push out something too much different to consoles in terms of visual effects.


    Though from the original article I liked the retail vs DD images best :)
     
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