tEd said:why are the 4xs,6xs FSAA modes d3d only?
That one's easy, OpenGL can't do supersampling and multisampling at the same time.
tEd said:why are the 4xs,6xs FSAA modes d3d only?
no_way said:Is the occlusion detection system semi-deferring the rendering somehow ( at least in polygon batches) , or is it pure IMR ? If its IMR then should application strategies to reduce overdraw remain the same as on previous generation GF3/GF4 ?
I can answer that one with a yes, they tesselate on the CPU.Do they tesselate on the CPU?
Okay, then let's settle this once and for all: Ask nVidia to show you a shader program that in practice will run that much faster on the NV30 because R300 has to multipass. (And then later on show the program to ATI and let them have a rebute).
alexsok said:First of all, NVIDIA don't have any demos that actually use more than 160 instructions (the largest demo they have uses 100+ instructions and R300 can run that shader as well, without multipassing).
And besides, do you really think 350+ instructions is pratical in anything other than tech demos?Yes, its true to say that if every pixel used thousands of shader instructions then the performance wouldn't be playable, however what we are trying to achieve here is not to give the developer any limitations.
alexsok said:Well... I recalled 100+ figure, but it seems to actually be 350+... my mistake.