when will we see r300 benchmarks ?

I highly doubt we'll see any info on this card tomorrow or even this week.Too many times have I seen a rumour that wasn't even close on what to expect.The best date of any real info that I would expect from the R300 would be around sometime next month.
 
probably yes. if predictions are right, we'll at least get to see the announcement of R300 tomorrow, wether benchmarks will be a part of this or will follow when the cards are actually beein shipped is another question entirely...
 
well for sure some reviewers and selected personnel have seen it
and if 2moro is indeed the launch date maybe the NDA will be lifted and benchmarks could be shared around
 
There's an image up on http://www.tommti-systems.de (by tb) which looks funny to me:

r300_launch.jpg


According to Thomas, it's from "a press release." Nothing more is specified.

If we're talking paper launch, here, why the different dates? Is this "press launch" simply the first official public presentation by ATI in front of, well, the press?

And am I the only one who considers the wording to be a tad on the . . . weird side? *cough*fanboys?*cough*

ta,
-Sascha.rb
 
If this picture is real, it certainly comes from one of ATis OEMs. It says powered by ATi not built by ATi. Nothing seems very "ATi-ish" on this pic - it has got the "cheaper" OEM-look...
 
thoughts?

Probably not tomorrow or this week, but it looks like it's more than likely with the next month.
 
CeiserSöze said:
If this picture is real, it certainly comes from one of ATis OEMs. It says powered by ATi not built by ATi. Nothing seems very "ATi-ish" on this pic - it has got the "cheaper" OEM-look...

I was thinking Herculse actually.
 
Check out that GDC poste -- Multiple Render Targets! That's something new! I presume this is for the R300 pixel shaders. Sounds very interesting, but how do you make that work under GL?
 
CMKRNL said:
Check out that GDC poste -- Multiple Render Targets! That's something new! I presume this is for the R300 pixel shaders. Sounds very interesting, but how do you make that work under GL?

OpenGL Guy made a comment regarding the Mutliple Render Targets on the Rage3d forums...

OpenGL Guy said:
Check out GL_RENDER_FRONT_BACK (or something like that) in the OpenGL specs for an example of rendering to multiple targets simultaneously.

The trick with the OpenGL implementation, is that you only have one Z-buffer so you only do one depth compare. This makes for interesting results.
 
I got the Mojo invitation as well. It's in San Fransisco around the same time.

Multiple render targets are already supported on current hardware (GeForce / Radeon). It just means you can render to an offscreen surface and use it as a texture.
 

Multiple render targets are already supported on current hardware (GeForce / Radeon). It just means you can render to an offscreen surface and use it as a texture.


No, I don't think that's true. They wouldn't make a big deal of it on the poster if that were the case. That's just straight render to texture -- big deal. Multiple render targets implies to me that instead of pixel shader always returning the color in r0, you might be able to return r0-rx for x different textures.
 
Regarding tb's "Press Launch" picture further up in this thread: got word from Thomas (tb) that the press release he got it from wasn't by ATi, but by http://www.adv3d.com.

So it's a UK reseller, not an OEM who came up with this thingy. Close enough, Ceiser. ;)

ta,
-Sascha.rb
 
CMKRNL said:

Multiple render targets are already supported on current hardware (GeForce / Radeon). It just means you can render to an offscreen surface and use it as a texture.


No, I don't think that's true. They wouldn't make a big deal of it on the poster if that were the case. That's just straight render to texture -- big deal. Multiple render targets implies to me that instead of pixel shader always returning the color in r0, you might be able to return r0-rx for x different textures.

I find the name funny then. There's a D3D function called SetRenderTarget and it does exactly what I described. Allowing rendering to a target other than the back buffer. Maybe they're making a big deal about it, because it actually works now :)
 
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