Hellbinder
Banned
I just read this over at the Nvnews forum. And while I understand that it is the "Nvnews Forum"... I still found it pretty dishartening that the Nvidian propaganda machine is already at work. I suppose the "secret" PDF docs from Nvidia will be flying arund in no time.
Chanoth wrote.
I have SEVERAL problems with statments made here. While everyone does indeed have the right to their own opinion. When You start talking about *limitations* In brand brand new Pixel and vertex shaders that are Far beyond what anyone else has.. With the implication... that the Nv30 or whatever will be totally different.... Without having any information of the subject... I get irritated.
even going as far as suggesting that 8x1 pipes are ONLY designed for DoomIII but will be limited in the future... Without knowing any of the internal workings of teh card.
I could make more comments than this, but I would appricaite it if some of you experts could actually take a stand and point out if there are any true merrits to these comments.
Chanoth wrote.
1. How many texture samples can each pixel pipeline calculate?
2. Is each pixel pipeline capable of working in full 128-bit color with no performance hit (i.e. all calculations done in 32-bit floating point per channel), or are they all done in 16-bits per channel (or lower, though I think 16-bit fp would be the minimum realistically possible) with multiple pipelines working together?
One quick side note: I am still of the opinion that it is pointless to have more than 64-bit floating-point color, though it may be good to have the 128-bit support for non-color calculations (i.e. bump maps). It is interesting that the R300 should be able to do 64-bit color a little bit faster than today's video cards do 32-bit color, which is something we did not see in the 16bit->32bit transition (and it is pretty exciting).
3. Apparently the architecture is 8x1. Is this really better than the 4x2 pipelines we have today? I suppose it may be better for DOOM3, but is it better for games into the future that will use more advanced shaders?
And one final thing.
The limits in the pixel and vertex shaders are most certainly limiting to developers. While it is true that games won't reach those limits anytime soon, they are a barrier that will make games that use DX9 as the min-spec more limited than they otherwise could be.
If nVidia's NV30 has support for completely virtualized programs (no size limitations...other than those imposed by video card memory/performance), then that would be grounds enough for me to consider the NV30 as the only true DX9 part. But, it is seeming less likely that we will have unlimited program sizes just yet
I have SEVERAL problems with statments made here. While everyone does indeed have the right to their own opinion. When You start talking about *limitations* In brand brand new Pixel and vertex shaders that are Far beyond what anyone else has.. With the implication... that the Nv30 or whatever will be totally different.... Without having any information of the subject... I get irritated.
even going as far as suggesting that 8x1 pipes are ONLY designed for DoomIII but will be limited in the future... Without knowing any of the internal workings of teh card.
I could make more comments than this, but I would appricaite it if some of you experts could actually take a stand and point out if there are any true merrits to these comments.