Crusher said:
Althornin said:
The point is, the drivers werent broken. The software devs were LYING.
They didnt want to admit that they had used nvidia proprietary OGL extensions...
First of all, there's nothing wrong with using proprietary NVIDIA extensions, or proprietary ATI extensions, or proprietary Matrox extensions, etc., especially when there are no standard OpenGL extensions available to perform the same task. What other way is there?
We are back to the proprietary versus vendor specific argument again. Which ATI extensions are proprietary? Maybe some of their R300 extensions are? In any case, I'll let you have that discussion with Humus.
Second, I don't see any place where a software developer at Bioware specifically claimed it was not working due to a bug in the ATI drivers... the only thing I see is someone stating that they had tried for a week to implement the effect on Radeon cards without success, and they had received no help from ATI on the issue, so they had given up on it until everyone with a Radeon card started bitching that they were getting the shaft on their shiny water.
Well, you are both correct and incorrect, speaking as someone who followed the issue to its current point:
1) "Bio Mods" at the site are NOT Bioware employees. It was a Bio Mod who made the OpenGL 1.2 comment and I believe some other similar rather silly statements that many users took as the truth.
2) One Bioware employee did respond in a way directly supporting this statement. This statement was later corrected and possibly removed.
3) What they ended up stating was that they had it working, and upon release it suddenly stopped working. They further clarified that they were working with ATI to implement it and gave a specific quote that they (Bioware) had spent something like a week trying with no success to get it working...(I think you are paraphrasing that comment).
4) Given other incidents with their patching and game update progress over the same (long) interval...umm...how to put this...it seems likely that the problem may not have been "simply" ATI's fault. We'd have to see the 1.27 code for shiny water to really tell whether it was.
My own guess is that their ATI codepath was(?) fubared (for example, the game crashes your system if you try to save the game by specifying a save game name if you have truform turned on...this bug used to happen sometimes for any graphics card, but was patched away for everything but ATI cards using truform to my knowledge).
Let's just say that this game is not likely to be the cleanest example of coding out there. Sounds really harsh, I know, but it is very ambitious and feature rich and I think it got rushed out early by the publisher and playing catch up with bug hunting over-burdened the reduced staff dedicated to patch coding (again, this is supported by other factors about the patches in the same time interval...).
Third, my comment wasn't really concerned with the specific issue of Neverwinter Nights, but rather the humorous idea that ATI wouldn't want customers simply because they expect their products to work (regardless of whose fault it is that it's not working).
Yeah, I'm pretty sure ATI doesn't want just the technically savvy as customers. I find the "they are stupid so they deserved it" idea to be popular among people who are knowledgeable about whatever that person was stupid about. Sort of like how a physically strong person might be prone to the idea that beating up a physically weak person, the person deserved it for being weak. Human nature I guess.
Note: I have no stock in this argument, since I do not own Neverwinter Nights, nor do I own a video card that would be capable of rendering the shiny water in question.
Well, I do to both.
I've been especially frustrated by how some toolset crashes are categorized as an ATI driver bug when 1) the toolset crashes in similar fashion on other types of cards 2) the toolset didn't crash for me under the circumstances when this bug was supposed to manifest. Yes, yes, it doesn't prove it wasn't an ATI bug, but collectively it is frustrating for a developer to manage to do all of these things at once in a game.