radar1200gs said:Whats the point of using a comparable path if most of the users will run the game in a non comparable path due to performance gains?
THIS, my friend, is the bullshit and not striving for an apples-to-apples comparison.
radar1200gs said:Whats the point of using a comparable path if most of the users will run the game in a non comparable path due to performance gains?
Since when has any review benchmark been an accurate respresentation of game? What reliable, repeatable and consistent reviewer would choose to test a graphics card by "just playing a game". We're reviewing the cards, not the games.radar1200gs said:Whats the point of using a comparable path if most of the users will run the game in a non comparable path due to performance gains?Neeyik said:Well purely on the basis of comparable benchmark results, one would have to use the standard ARB2 path; just in the same way that we normally use projector shadows in Splinter Cell.
radar1200gs said:If you want to compare apples to apples run the game using a software rasterizer, thats the only way you will get apples to apples.
3D hardware varies from vendor to vendor. Forcing hardware to use a suboptimal path is stupid and benefits nobody.
What you need to test is the best path for a given piece of hardware and the Image Quality that results.
DaveBaumann said:I think it will actually make little difference what path is used for benchmarking. I'm fairly sure the shaders have been replaced already (i.e. I believe that the ARB2 paths may actually be as fast, if not faster faster than the NV30 path on NV35 already!).
DaveBaumann said:I think it will actually make little difference what path is used for benchmarking. I'm fairly sure the shaders have been replaced already (i.e. I believe that the ARB2 paths may actually be as fast, if not faster faster than the NV30 path on NV35 already!).
DaveBaumann said:As for the Paths, remember these are really only dictating which particular shader path to use for the unified lighting model
radar1200gs said:After all its likely to become quite important to demonstrate that R42x isn't hurt by a lack of SM3.0 in upcoming games...
DaveBaumann said:I think ARB2 would be the one of choice, but I question how much benefits there will be in testing any paths because there's zero guarantee that you are actually benchmarking the shader path in that game.