991060 said:
More importantly, that's where Carmack is heading with id's next gen engine, and also what Epic is doing in Unreal Engine 3. They're talking about soft shadows via shadow maps and speeding it up with dynamic branching.
It looks like this stencil shadow (esp w/ reverse z-test) strength of NVidia's, which everyone is mistaking as ATI's general OpenGL weakness, is pretty fleeting in the grand scheme of things.
If I have any di
sappointment (HB, sorry for being a prick, but at least spellcheck the thread title) in R520, it's in the number of transistors they used for SM 3.0. Granted, decent branching isn't cheap, but they crammed 48 shader processors and 32 total texturing units (16 filtered) in R500. I know that core doesn't include ROP units and all the fancy z/colour compression and Hi-Z, but they can't be
thatbig given the size of R420.
For me that begs the question: How fast is R520's vertex texturing? I heard NV40/G70 sucks in that respect. We know ATI got dynamic branching right, so maybe they put big FIFOs in the vertex shader to speed up VT, and that's partly why it's so big.
I think my reaction is exactly as I predicted in that poll:
"That great, but when is R600 coming out?"
EDIT: Whoops, just read B3D's review. ATI doesn't have vertex texturing. I hope R600 comes out before 2007...