Chris_B
Supreme [H]ardness
- Joined
- May 29, 2001
- Messages
- 5,484
Don't feed the troll. I've seen him spewing shit all over the AMD subforum.
Bettter off ignoring his BS, before he starts smacking his rattle against the ground for even more attention
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Don't feed the troll. I've seen him spewing shit all over the AMD subforum.
Is Ubisoft in NVIDIA's pocket
I have an itch for soulless arcade flying games made by sellout developers and there's only one game that can scratch it.Hands up both people that were going to buy H.A.W.X.2?
Stop the trollercoaster! I want off lol/snip
Out comes the Magical Balance Fairy...not just in this post, but it's an example.
I think it's funny people are taking up for Nvidia when it has been a running business practice from day one to be douchebags.
they have done nothing to earn good will, other than make working video cards, which last I checked AMD does that too, and there aren't multiple stories about them being shady scumbags...
objective much?
Nah... Just articles about their broken drivers.
It's been a while since ATI was caught being shady. Was FutureMark still called MadOnion back then?
Then there was the whole Quake/Quack thing. Which, I need to be specific on. A NUMBER of you have blamed NVIDIA for this one. It was ATI that cheated, in a quite ugly manner, to get better performance in that particular benchmark.
Nah... Just articles about their broken drivers.
It's been a while since ATI was caught being shady. Was FutureMark still called MadOnion back then?
Then there was the whole Quake/Quack thing. Which, I need to be specific on. A NUMBER of you have blamed NVIDIA for this one. It was ATI that cheated, in a quite ugly manner, to get better performance in that particular benchmark.
If you scratch Ubisoft titles off the Christmas list.--- Suddenly software gets fixed.
Too bad we cant get that done with F@H.
I think he's just pointing out the intellectual bankruptcy of attempting to equate a cheat from almost a decade ago to being just as bad as still cheating to this [literally] day.
I think he's just pointing out the intellectual bankruptcy of attempting to equate a cheat from almost a decade ago to being just as bad as still cheating to this [literally] day.
Its as fair as randomly jumping to conclusions with no solid facts.
Note: PR bullshit does NOT count as solid facts.
Quake was the one where ATI dropped the IQ to improve performance wasn't it?
Neither of us know if this is fact or PR spin until the NDA lifts. If the Hawx benchmarks line up with other benchmarks, or of they're way out of whack, we'll know the truth.
You still gotta wonder though...why is Nvidia so keen on using an unreleased demo of a TWIMTBP game?
Tune in tomorrow for answers...
AMD doesn't want people using it because it makes their cards look bad. AMD's email to Kyle simply boils down to that.
Actually they both pulled fast ones during the Q3 era. When Ati did it it was cheating, when Nv did it i was called optimizing. Renaming the .exe back then got you a very different experience performance wise. Though to be honest, the IQ loss was minimal to hardly noticeable when you were zipping along at 100fps trying your best to slaughter all that stood b4 you in a fast paced DM. Everyone optimizes on a per game basis these days anyhow, that is not the issue. Batman Arkham Asylum AA style shenanigans are the issue. This benchmark, if the AMD assertions are truly correct, would be another one of those problematic shenanigans.
Though I am currently more inclined to believe that this is more of an "oops we ran out of time" thing rather than a deliberate gimp on Ubi's part, even with Ubi's less than stellar history of fair play. If that turns out to be the truth, then Nv is simply trying to take advantage of a broken and meaningless benchmark to try and reduce any damage this launch does to their market share. Disappointing, but not unexpected.
If it makes their cards look bad and does so unfairly, they have every right to protest. But we will know tomorrow whether or not his protest is unfounded.
By the way, while you're taking PR statements with a grain of salt, you might also consider taking TWIMTBP game benchmarks the same way. Especially when, as in this case, Nvidia has has much more and much earlier access to the game.
That is an excellent policy.I take ALL canned benchmarks to be an utter waste of my time. The only performance numbers I put any stock in are real world numbers from people who actually play games to test them.
That is an excellent policy.
I take ALL canned benchmarks to be an utter waste of my time. The only performance numbers I put any stock in are real world numbers from people who actually play games to test them.
I think he's just pointing out the intellectual bankruptcy of attempting to equate a cheat from almost a decade ago to being just as bad as still cheating to this [literally] day.
My reply to this is short, and consists solely of game titles:
Batman: Arkham Asylum
Borderlands
Need for Speed
City of Heroes
Doom 3
Each of these commercially released games were deliberatly code sabotaged by Nvidia during the development stages. Nvidia has a long history of code sabotage and paying developers / publishers to use artificially altered applications to improve perceptive performance of their products while minimizing the performance of a competitor.
Now, I'm not going to say that AMD/ATi has not done the same thing. As far as I am personally aware, directly aware, indirectly aware, or remotely aware, AMD/ATi has never actually been proven to have paid a developer / publisher to sabotage commercially released game code. As far as I am personally aware, directly aware, indirectly aware, or remotely aware, AMD/ATi has never actually been proven to have paid a developer / publisher to sabotage independently released game code.
I am directly aware of AMD/ATi working with developers to implement vendor neutral solutions. Case in point: City of Heroes: Going Rogue. AMD helped Paragon Studios implement an OpenGL specification rendering engine that gives identical image quality as long as the driver supports ratified OpenGL specification calls. Yes, the changes to the CoH rendering engine did knock out graphics chips and drivers that did not make ratified OpenGL API calls (cough: INTEL :cough), but for the most part, Nvidia and AMD/ATi cards given the same image quality with roughly the same performance among similar performing cards. I find AMD's statement about providing a neutral code solution to Ubisoft to believable.
Now, is Nvidia grasping at Straws? I have my own opinions about this, and my own opinion is that Nvidia, as a graphics card company, doesn't have long to live.
proper format surfaces
Batman they obviously worked closely with for PhysX integration. Contrary to popular belief, AA was disabled on ATI in Batman: AA because ATIs drivers didn't support MSAA modes on one of the proper format surfaces that Batman used, and it was not NVIDIAs choice to use that format either.. it was in the game already and was not osmething that could just be changed out last minute without re-QA'ing the whole game, given that AA was a last minute addition to give PC gamers more differentiation from console.
If you don't believe me, go query the ATI drivers for multisampling support on G16R16 from any driver in 2009 prior to July's driver and prior and you'll see it returns an error. ATI added support right before the game launched but it was too late to go back and test for it, and it was also not even known that the support had been added last minute. Without the vendor lock it would've resulted in corruption on ATI, meaning NVIDIA was adding to the developers support costs by adding AA, which is clearly not an option.
So if anything, really ATIs drivers were holding back PC gamers having AA in the game.
AMD is trying to put up a smokescreen by trying to make the focus on triangle size, but that is not the REAL issue here. The real issue is that their tessellator is a bottleneck. It cannot subdivide triangles and spit them out fast enough to keep the rest of the GPU busy. That's why nVidia chose to do a fully parallelized implementation, rather than a serial one (as I said, that's the mistake made with the geometry shader, which theoretically could already do a bit of tessellation, it just couldn't spit out the triangles fast enough)." [/I]
Source:
http://forums.anandtech.com/showpost.php?p=30637112&postcount=224
I think Scali should have waited for the results, before making that statement. Initial tests shows that the 6870 is on par with the GTX 460 in Heaven benchmark with extreme tessellation:
http://hardforum.com/showthread.php?p=1036321789#post1036321789
Interesting criticisms directed at AMD's chosen way of dealing with tessellation from Anandtech's forum. How real and objective is this? Anyone know?
"The whole point of tessellation is that it is adaptive. If it's all fixed anyway, why not just precalc it all, like games have always been doing?
Unigine Heaven is adaptive, and so is HAWX 2. They don't just bruteforce all triangles down to the maximum level of tessellation. Run Unigine Heaven in wireframe mode, and you'll see how it dynamically adds and removes triangles when objects get closer or move further away, even on the extreme setting. The setting merely dictates how detailed the adaptive tessellation should be. At lower settings, it will stop subdividing the triangles sooner, resulting in lower detail. But other than that, the algorithm is exactly the same: always adaptive.
Where AMD is hurt is in their limited throughput.
I mean, if you take one triangle over the entire screen, and tessellate it down to triangles of about 16 pixels, as AMD suggests... then that is still adaptive tessellation...
It will not work well on AMD's hardware though, because the pain is in the conversion of 1 triangle to such a large number.
AMD can only do limited amplification of triangles, so you need to feed it pretty detailed geometry to begin with, and then have limited subdivision done by the tessellator, eg each triangle converted to 4 smaller ones.
But that is not how tessellation is meant. Tessellation is meant to serve two purposes:
1) Reduce the overall memory/bandwidth required for geometry, by generating details on-the-fly.
2) Improve image quality by smoothly moving from lower levels of detail to higher levels of detail, and avoiding any kind of undersampling/oversampling problems.
But in order to achieve these two things, you need to be able to handle a large range of tessellation factors, so you can start with very low detail geometry, and have it tessellated down to almost per-pixel details when required (again, this is all adaptive).
Since AMD's range is so limited, you can't really achieve either of the purposes for tessellation. You need to feed it highly detailed geometry in the first place, which means you still need a lot of memory/bandwidth. And you still need to rely on 'oldskool' multiple levels of fixed geometry, with their popping and undersampling/oversampling issues.
Bottom line is just: AMD's tessellation is a bit of a failure. Just like the geometry shader was a failure for both AMD and nVidia in DX10. You couldn't do what you wanted to do, because throughput was too slow.
AMD fell for the same trap again in DX11, nVidia went with a complete redesign, which apparently works much better (although we're still not quite there yet).
AMD is trying to put up a smokescreen by trying to make the focus on triangle size, but that is not the REAL issue here. The real issue is that their tessellator is a bottleneck. It cannot subdivide triangles and spit them out fast enough to keep the rest of the GPU busy. That's why nVidia chose to do a fully parallelized implementation, rather than a serial one (as I said, that's the mistake made with the geometry shader, which theoretically could already do a bit of tessellation, it just couldn't spit out the triangles fast enough)."
Source:
http://forums.anandtech.com/showpost.php?p=30637112&postcount=224
For those who do not know what the PhysX cripple issue is i recommend reading the Article
It boils down to the fact that Nvidia purposefully uses an ancient x87 instruction set for PhysX on the CPU, they specifically found a weak point in the CPU and used that making the CPU seem unable to process the physics nearly as well as the GPU - artificially crippling PhysX.