Hellbinder
Banned
Mintmaster said:You're completely twisting my statement with a dumbass's interpretation of propositional logic.
Are there any D3D games that use stencil shadows and Carmack's reverse algorithm? No, so you can't compare it. In any scientific experiment, you have to control your variables. I guarantee you that if Doom3 was written in D3D, there would be a very similar performance deficit. In fact, I have done some stencil work in D3D and found a big speedup on NVidia's hardware. For that game, it has nothing to do with OGL. This new "fix" by ATI only brings the X1K's AA %age drop in-line with D3D games - it won't let ATI beat NVidia.
Chalnoth's example of the UT2003 OpenGL/D3D renderer is a controlled environment. You have the same workload going through different API's. We don't have any data, but that's a good experiment.
What I'm saying is that if you race a black dog and white dog on a track, and then race them again on grass while breaking the white dog's leg, you can't say white dogs suck on grass. In Doom3 and Riddick, ATI is maimed by Hi-Z (that's hierarchical Z; the rest of HyperZ is okay) not working. The deficit has little to do with the API.
The question is why ATI slows down in some other OGL games.
No the real Question is why didnt they freaking FIX IT in hardware by now???