Mummy said:
Tagrineth said:
I have never taken a stance on Revenge.
Yeah right
Please find any quote of me saying that I believe it or that I don't believe it.
Please.
Humour me.
Mummy said:
We are bored of this kind of <bleep> monkeying you 3dfx zealots always do from time to time, please do us a favor, stop bothering us with that bullshit, 3DFX is D E A D GODDAMMIT, its 2003 for fucks sake
Mummy said:
Pretty pathetic.. it was very much relevant to you Tagrineth, as long 3Dfx is mentitioned everything is possible, even a R350 killer with a bunch of transistors
O...K... uh... I'm not even saying Rampage could've stood up to NV25, really. It would've killed NV20 and R200, but not much past that. IF ANYTHING it would've nipped at Ti4200's heels in the most expensive configuration... and probably would've meant no GF4MX (which would've been nice)... but beyond that, nah.
Oh, and by the way, you know what else is pretty pathetic?
One person compares a modern feature with a feature that would've been in a product two years ago, and immediately several rabid Anti-3dfx Cannonsâ„¢ start toasting Rampage... I started mentioning it because I thought it was neat that suddenly this new, famous, brilliant product by ATi has one design feature that parallels something that 3dfx were poised to do.
Ailuros said:
Ask yourself that question not me.
I know what binning is, but I have no idea what you meant by binning for SAGE2 compatibility or something like that. Please elaborate?
Ailuros said:
There wasn't anything impressive even in the rumoured Mojo specs in today's terms. 64bit internal accuracy thank you.
Mojo was in the basic design stages. I'm sure they would've increased that to FP32 / 128-bit once DX9's spec started to materialise. When we first got wind of the idea of Mojo and 64-bit, that was pretty darn impressive, considering that 128-bit wasn't much more than a twinkle in John Carmack's eye then.
Ailuros said:
http://www.digit-life.com/articles/radeon/radeon_q3_tlf_anisotrop.jpg
Tagrineth said:
jvd just pointed out to me that while R6 is capable of it, it isn't used because of performance, which makes sense to me.
No comment on that. I certainly do need to get my facts str8 right?
=) I asked you to prove me wrong, and you did. I didn't say that what I said was absolute gospel or anything.... when I said it, I even said "I'm pretty sure" and "Prove me wrong"... and you just did.
Ailuros said:
ATI had enough mindshare and sales presentages to achieve higher degrees of multitexturing then, one thing that didn't happen, just because developers care more about the lowes possible common denominator. Does it also help that the difference for Serious Sam you mentioned up there in terms of multitexturing, the difference between single to quad texturing is in the ~11% ballpark? Even today how many games exceed 4-5 texture layers?
Ah, but did ATi *push* massive multi-texturing?
Added: And you don't think having TWO top-tier IHV's pushing heavy MT would've helped its adoption?
Ailuros said:
Oh so that's the reason then and not maybe the fact that current implementations have proven themselves far more efficient in the meantime?
Did I say otherwise? No. You once again put words in my mouth.
All I did was give you the exact reason why nobody used 3dfx's trickery... and I did that for a reason.
Although I have to say that, current implementations aren't so much more efficient, as they are more effective, especially IQ-wise, and they're more ubiquitous, so to speak. 3dfx's could provide their trick AF with around a 1% performance hit with supersampled AA or a somewhat higher percent hit (can't be determined) with multisampled AA... but at this point only nVidia would be interested in the idea, considering ATi has more or less forsaken supersampling. The multisampling version wasn't that great compared to real AF, but it did get some kind of work done.
In any case, though, as you say, there's no use for that anymore anyway because there are more useful methods in place.
Ailuros said:
Right back at you
Right back at you too =)
Ailuros said:
Bingo! You think you're telling me something new here or what? And while the competition was pumping out advanced featureset one after the other they were just revamping old tired cores until they finally would have had that damn thing ready. That still doesn't change the fact that Spectre was only NV20/5 competitive material and that's about it.
It's a shame, really... but had Rampage been released right after V2, it would've been pretty useless. That form of Rampage was pretty poor. V3 performed better... why do you think, once Banshee had already delayed Rampage, they went ahead with V3 instead of pushing Rampage out the doors? The next two incarnations of Rampage wouldn't have competed as well as VSA-100 either, and that says a lot.
And if you'll look up, I've discussed what Rampage should compete with, and if you look in the very long Rampage / Revenge threads here, you'll see that I've only really been claiming that level of competition. The only way it would be higher is with... questionable... results and methods.
Ailuros said:
We're in the realm of 16-layer MT capable cards today and are facing in the next generation hundreds of instruction slots, MRT's and preferably full FP32 accuracy. Give it a rest.
Yup! It's pretty cool where the graphics industry is now 8) I wonder what things would look like if 3dfx had survived, though... probably not too different, except for one huge change - NV30 probably would've been out on time, though it would've been pretty different from what we see today.