WGF… wtf!

Sunday

Newcomer
Well if this is correct

http://www.hexus.net/content/reviews/review_print.php?dXJsX3Jldmlld19JRD04MzE=

and if it is true that Longhorn is slated for 2006, should we expect that WGF is announced at next WinHEC, and released at autumn 2005? IF true THEN
isn’t R520 and NV50, that are supposed to rollout H1 2005 should be WGF compliant?
AND if SO, does that mean that R520 and NV50, are “beyond SM3â€￾ parts?

Could some one please give some more info about WGF! Wtf is WGF really? How does it replace Direct3D?
thanx!
Sunday
 
Well, that's interesting. If you take away IQ as a feature, then I guess that (once again) shifts speed into the chief differentiator. Maybe that's why ATi has recently softened their stance on app-specific tweaks?

I don't think R520 and NV50 are supposed to be WGF "compliant," though they'll obviously be compatible.

IIRC, more info on WGF can be found in Ilfirin's "DirectX Next" article.
 
What does this mean for ATI's hack of auto-dropping to brilinear? Will MS tolerate it with these new rules even if it fails to show any artifacts in most cases?
 
DemoCoder said:
What does this mean for ATI's hack of auto-dropping to brilinear? Will MS tolerate it with these new rules even if it fails to show any artifacts in most cases?
Why don't you ask the same about NVIDIA? Isn't their brilinear stuff on by default?

-FUDie
 
You can turn it off. I was asking about ATI because of their philosophy that if you can't tell its on, then they don't need to disable it.

I think it is certainly an advancement that MS is going to define what isotropic and anisotropic means precisely, and everyone will have to implement that equation for every pixel.
 
DemoCoder said:
You can turn it off.
Will the average user know to turn it off? What if you are not a game player?
I was asking about ATI because of their philosophy that if you can't tell its on, then they don't need to disable it.
If it's not visible, there's not much need to disable it. If it is visible, I guess it's nice to be able to disable it.
I think it is certainly an advancement that MS is going to define what isotropic and anisotropic means precisely, and everyone will have to implement that equation for every pixel.
Sure, but drivers can still override anything they want.

-FUDie
 
I think it is certainly an advancement that MS is going to define what isotropic and anisotropic means precisely, and everyone will have to implement that equation for every pixel.

I don't really like this idea myself. I don't really see the problem with all these texture filtering 'optimizations' anyway.
Technically they're all hacks anyway (I mean 'regular' bilinear, trilinear or anisotropic filtering), to increase quality and speed up rendering. I don't care if one hack is a bit different than another, especially if you generally can't tell the difference anyway.
Forcing one specific hack on all hardware is not the way to go, if you ask me. Then you can no longer implement new clever ways that are faster or look better.

Imagine the same for antialiasing... What if MS forced supersampling? Then we would not have useable realtime multisampling AA today.
Supersampling may be more correct, but multisampling generally looks about as good, and is actually fast. For some reason nobody whined about multisampling being a hack or a cheat or whatever.
 
DemoCoder said:
You can turn it off. I was asking about ATI because of their philosophy that if you can't tell its on, then they don't need to disable it.

Yeah... how about lowered precision? :p
 
Scali said:
For some reason nobody whined about multisampling being a hack or a cheat or whatever.
DoomTrooper did :LOL: Siting a certain game used lot of alpha textures, therefore it couldn't anti alias it.
This was of course back in the 8500- GF3 days..
 
Sunday said:
Could some one please give some more info about WGF! Wtf is WGF really? How does it replace Direct3D?
thanx!
Sunday

What I understand is that NextDirectX will be called WGF.

WGF will have SM4.0

US
 
Windows Graphics Foundation clearly defines, with literally no wiggle room, what the hardware and driver should do with regards to basic texture filtering, anisotropic filtering and texture and geometry antialiasing...

...If that truly does happen, and both companies seem to be keen for that to be the case, one of the major points of contention between the IHVs will forcibly disappear...

I predict the end of this forum.
 
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