digitalwanderer said:Details, details....lighten up!PaulS said:Apart from the fact he was talking about the wrong part, and had misunderstood how frequently it would happen? Yeah
Sorry, just being silly...I should have used a winky.PaulS said:I'm fine, no need for the rolling eyes
Tamasi said:Gamma correction would typically would mean you could do an adjustment to any gamma, and that would require a shader pass.
Given that the GeForce HW has built-in MSAA downsampling in the RAMDAC, you'd have to do the gamma correction before then if the hardwired circuitry didn't do it for you. When combining the results of the subsamples, you want to degamma them first, do the averaging, then regamma them. How else could this be done without a shader pass, assuming it's possible at all? How is your idea of "and conversion process can implement the gamma curve on a per component basis" (I assume you meant "any" not "and") any different? A shader pass just means that you need to touch every pixel.Scarlet said:Just plain wrong.Tamasi said:Gamma correction would typically would mean you could do an adjustment to any gamma, and that would require a shader pass.
If the frame buffer has sufficient precision and conversion process can implement the gamma curve on a per component basis, no additional shader pass is required at all.
This is so fundamentally wrong you really have to question whether Tamasi knows anything at all about graphics and displays or whether he is just a marketing parrot.
Hey Tony? Want a cracker?
lol, YOU are calling me a bigot.radar1200gs said:if you care to open your bigotted eyes and actually look)
Well in fairness, you do seem a bit prejudiced against foolishness.Althornin said:lol, YOU are calling me a bigot.radar1200gs said:if you care to open your bigotted eyes and actually look)
I read this as being in the context of SM2.0 vs. 3.0, not (just) FP24 vs. FP32. Tony was saying that 3.0 "looks better" due to its higher full-precision format (a debatable point, given that no games show FP32 looking better than FP24) and "runs faster" due to 3.0's various efficiencies (again, I'll believe it when I see it, but it definitely seems possible). I don't think he was being tricky in that answer at all, in the context of his full reply.Essentially, the required precision for Shader Model 3 is FP32. What do gamers get out of this? Well, they're going to get titles or content that either looks better or runs faster or both.
Very misleading. Is there a single visual effect SM3 gives that cannot be achieved in SM2? Anyone? Later on in the article you can actually figure out this is the case when he starts talkng about writing shader code in HLSL, but if you aren't awake, you might be mislead by his first claim. He then tries to recover with some hand-waving (of a "quick example" of "possible effects") about "sophisticated shadowing and lighting" and "hundreds of instructions" and "true branching" (as opposed to "false" branching?).Tamasi said:So from a developer's perspective, they can do a lot of interesting things in Shader Model 3 that either they couldn't do before in Shader Model 2 at all..
This is clever FUD no matter how you look at it. The issue isn't whether or not you have a standard but rather whether or not you consistently handle precision in a way that is logically coherent and reasonably representative of infinite precision within a limited number of bits. Anyone who has ever designed floating point ALUs knows there is more than one way to design them, and generally speaking they are all good. What we have as an IEEE standard is what was convenient for Intel to do way back when.Tamasi said:And I think lastly, the big issue is that there is no standard for FP24, quite honestly. There is a standard for FP32. It's been around for about 20 years. It's IEEE 754.
In the context of what nV HW will do,I don't doubt his accuracy. However it is the way Tamasi states it as an absolute implying there is no other solution, that I take issue with. If he had said, "On nV hardware, blah-blah-blah" I would have had no objection.DemoCoder said:He's talking about gamma corrected downsample, not gamma correction in general, and he's talking about situations where the hardware doesn't have the capability of supporting adjustable per-component gamma, but rather, fixed 2.2 gamma.
Scarlet said:Very misleading. Is there a single visual effect SM3 gives that cannot be achieved in SM2? Anyone? Later on in the article you can actually figure out this is the case when he starts talkng about writing shader code in HLSL, but if you aren't awake, you might be mislead by his first claim. He then tries to recover with some hand-waving (of a "quick example" of "possible effects") about "sophisticated shadowing and lighting" and "hundreds of instructions" and "true branching" (as opposed to "false" branching?).Tamasi said:So from a developer's perspective, they can do a lot of interesting things in Shader Model 3 that either they couldn't do before in Shader Model 2 at all..
I don't think the interview was as bad as you describe, but on the above point I really disagree.Scarlet said:But that's OK. I don't think XP is better than 98SE either (wishes I'd never formatted my disks for NTFS).
PS3 is not required for any "physics" at all.o.d. said:I was wondering if it is REQUIRED to have PS 3 to do 'physics' type of things, like the particle systems example?
1) Is that feasible to be done fast enough with what the PS are already required to do?
2) would there be some fallback for PS 2? or would the game run without those 'physics' entirely? what about other physics (like gravity)?
P.S. And yeah, XP does suxor compared to 98SE.