Typedef Enum said:- It will give you pretty darn awesome signal quality...In all likelihood, second to none.
Absolutely, though I don't think this will make too much difference to most.
- Although the Anisotropic filtering capability is limited right _now_, it is capable of achieving GF3/4 level. It will surely be addressed in future drivers.
Why do you think it is capable of achieving GF3/4 level? I see no evidence yet that supports that...got any info on the maximum degree of anisotropy that he hardware supports?
- There is no single Antialiasing method in consumer boards that isn't without some sort of 'con.' The closest thing to perfect I've seen is B3D's overview of 3DLabs older Wildcat board...and you just have a feeling that it would suck major wind in an actual game.
Granted, but I would personally consider the lack of AA in certain situations with FAA enabled on the Parhelia to be worse, at least, than the GF3/4's drawbacks. Since newer games are using alpha blends, the alpha test issue is more or less a mute point. It may be much harder for software developers to figure out a way to keep the Parhelia's FAA behaving nicely all the time (if the problems aren't fixed in drivers...and it is a pretty good possibility that they will be fixed).
- On the topic of FAA...Although there are some technical issues to consider, I feel that some of the issues are probably driver related...though we will see how it pans out in the near future.
The only real question as to whether the issues are driver related or not has to do with how Matrox designed the edge detection algorithm. It really just depends on how adjustable the technique is by the drivers (i.e. it could be as adjustable as a specialized fully programmable processor on-die that does the sorting, or it could be fully hardwired...).
- On the topic of performance, these are about as close to 'raw' as you will probably find. Without a doubt, we will see the performance increase. the question is more a 'when' then an 'if.'
I agree...though I think the question is more "by how much" and "when," with "if" not even appearing.
- Cost: Matrox needs to pull a GeForce3 maneuver in order to bring the cost down...Whatever it takes, they need to shave a good $100 off.
But this is the big problem. With a 256-bit memory interface, Matrox can't lower the cost by too much and still make money. You can be sure they're already making much less money per card than nVidia makes on the Ti4600's (which is a scary thought...).
- Performance: Right now, on very raw drivers, Parhelia is generally capable of GF4-level performance when you crank everything up. The downside, obviously, is that you do NOT get GF4 level performance when you turn everything off. So the question remains...Which is better?
If the FAA worked 100% correctly, I'd agree...it's really, really too bad Matrox didn't bother with a multisampling FSAA technique, at least as a fallback from FAA if nothing else. Multisampling also has the added benefit of improving memory access in highly-complex scenes when FSAA is off (With a little bit of caching, naturally...).
And yes, I feel that all hardware designers should be focusing 100% on performance with high degrees of comprehensive anisotropic and good FSAA, instead of just baseline rendering.