Ailuros said:hovz said:god this is going to be a test of patience...who gives a fuck about trilinear ops...that has nothing to do with this.
I'm showing already more patience than I usually do and no I don't agree with you in many departments. Do you really need that attitude? You're not going to force your personal opinion on me at the end of the day.
look. would u rather play a game like doom 3 at 1076 res with no aa or af? or a game like quake 3 at 1600 with high aa and af? does that make any sense to you?
Yes it does make sense. I play today Doom3 in 1280*1024 with AA/AF and Q3a in 2048*1536 with AA/AF. In fact there isn't a single game I haven't played in the past years in a lower resolution than 1152*864*32 and apart from some corner cases where MSAA wouldn't work, there was always a pinch of AA/AF added to the mix.
obviously i didnt mean sit completely idle, but if you think any games on the old ass unreal tournament 2003/4 engine are stressing these cards at all u need help.
It still remains the best multiplayer FPS I have on my system right now, with a very live and active 3rd party mapping community. It was a perfectly feasable point, since according to you VS units sit entirely idle; actually they don't because many games out there have T&L optimized code these days.
If anything else you have 4 VS units @ 380MHz on your R350, delivering far more than a 3.0 GHz P4.
i realize we dont have the power to totally phase out textures, but we have power to do alot more than we are now.
I still don't see the hardware available for that right now. I'd love too to have far more demanding games available, but I'd also love to have the according hardware too.
your point about dx9 class cards is exactly what i mean. developers code with the lowest common demonimator in mind as the base of their engine, and just add higher res textures and a few effects to scale up. that is NOT a scalable engine. a scalable engine would scale down the shaders, polygon complexity, etc. not just blur the textures and lower the res. how can you expect graphics to ever advance with the mentality of current developers?
You won't get any shader functionalities with a GF4MX today, if you'd play FarCry or any other game containing shaders out there. As for textures, here's another point why we need both more advanced hardware and underlying API in the form of dynamic on chip LOD, to tax the CPU even less. That's another advantage of a Geometry Shader and/or PPP in WGF.
my comment about high poly was directed at everyone who says high poly isnt the wave of the future. totally retarded train of thought.
I didn't see anyone even hinting anything close to that; rather the contrary.
yes change is gradual, but there has been almost zero change in the last 4 years.
Almost zero is a good one, especially considering how many average polys games had in 2000 and how they overall looked like.
If I'd have a reason to complaint, then it would be the marginal advancements in gameplay or original ideas for that department, but that's entirely OT.
i rly dont care about geforce 4 mx owners. you dont see ps 1 owners crying because they cant play ps2 games do you? if a game cant support shaders they should be replaced with older methods of rendering. thats part of the scalability.
i dont care if ut2k4 is a fun game to play, thats irrelvent. it still barely pushes the hardware. what are the ps units doing while running the game? almost nothing?
my doom 3 and quake 3 question obviously went over ur head. i fail to see how you missed it tho.
the current api is fine for more advanced graphics. look what 3dmark03 did. they put all the vertex skinning on the video card and made use of the vertex shaders. the cpu is almost completely free for physics and ai without worrying about skinning every character. there isnt a game that has approached the graphical quality of the final 3 game tests. doom 3 looks like a moderatly down graded battle of proxycon.
lets talk about games of 2000 compared to games of today. lets take 2 of the best looking games, sacrafice and giants. lets compare them tp ut2k4, painkiller, far cry. whats changed since then? higher res textures, more textures, a few effects? a modest increase in polygon complexity? wow in 5 years thats definitly a lot of progress.
answer me this. if we are taking advantage of such powerful hardware, why is it that games developed on a gefroce 3+ xbox system with a pentium 733 look as good as most of our current games, just at a lower res with no aa or af. pretty sad our newest games have less model and world complexity to them then games on a gefroce 3+ x box. dont even get me started on animation. we just try to cover it up with high res textures everywhere. and add on lots of aa and af. that is a waste of a 500 dollar video card.