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First shader replacements, now bridge chips?

Mister E said:
best

topic

ever

I'd like to nominate empty and tranzruined to be moderators.

Sticky this thread!!

no name calling.

ATI flip flops so its run by John Kerry right?

and last I'd like to sum up my feelings about this thread in one small mouse click ----> :rolleyes:
i agree. these nvfans deserve it, after all about 90 percent of their post are about how good or better nvidia is or how bad ati is, i vote for sticky, and nominate them for video card forum moderators, a quick search on empty and co. results in posts that are on average 90 percent if not all on the video card forum, and the post always have something to do with how great nvidia is and how much ati suck. :cool:
 
ATi decided that AGP --> PCI-E was a poor choice for bridging because it kills PCI-E's only advantage. Now PCI-E --> AGP is a completely different issue. Because PCI-E has much higher speed and bandwidth, the difference should be negligible. The bandwidth becomes an issue if the textures ever have to access system memory (probably doom 3 if you crank the quality higher than you should).

Now the shader replacement is a mathematical replacement, not a quality sacraficing replacement that the FX series was so good at. The FX dropped down to 16FP when it was called as FP32. ATi is ALWAYS running at 24FP.
 
thelostrican said:
i agree. these nvfans deserve it, after all about 90 percent of their post are about how good or better nvidia is or how bad ati is, i vote for sticky, and nominate them for video card forum moderators, a quick search on empty and co. results in posts that are on average 90 percent if not all on the video card forum, and the post always have something to do with how great nvidia is and how much ati suck. :cool:


dude you are the only person saying ATi sucks, get over it ......
 
Koz said:
ATi decided that AGP --> PCI-E was a poor choice for bridging because it kills PCI-E's only advantage. Now PCI-E --> AGP is a completely different issue. Because PCI-E has much higher speed and bandwidth, the difference should be negligible. The bandwidth becomes an issue if the textures ever have to access system memory (probably doom 3 if you crank the quality higher than you should).

Now the shader replacement is a mathematical replacement, not a quality sacraficing replacement that the FX series was so good at. The FX dropped down to 16FP when it was called as FP32. ATi is ALWAYS running at 24FP.


<rant>Sorry I didn't the fx line even did fp 16, why the hell is there almost no banding with the gf 6's use fp 16?

Yeah like ATi stinks with texture looks ups that it has to do a mathmatical calculation, what crock is that? I'm sorry but texture look ups have been used for over how long now? How is terrain displacement done? Wait a minute how was environmetal bump mapping done with Far Cry's water? Texture look ups, oh my God!

Don't take this personaly not in a good mode
 
Wow, one thread is all it took to remind me why I hadn't visited the Vid Card boards in a month... :cool:
 
rancor said:
dude you are the only person saying ATi sucks, get over it ......
i actually didnt mentioned you or your name for that matter,...you know what they say, if the shoe fits.....your honor i rest my case. :cool:
 
thelostrican said:
i actually didnt mentioned you or your name for that matter,...you know what they say, if the shoe fits.....your honor i rest my case. :cool:


NO but you generalized it if you are going to talk about nV fans talk about ATi fans too....
 
I bet every company that makes videogames doesnt implement texture lookups in the same method. The Farcry method may just be more friendly to all cards while the Doom 3 method favors nVidia's architecture...
 
Koz said:
I bet every company that makes videogames doesnt implement texture lookups in the same method. The Farcry method may just be more friendly to all cards while the Doom 3 method favors nVidia's architecture...

ATi should actually be faster, the x800's break down pixel operations into execution threads and this hides access latency for texture lookups
 
Well it appears to be faster in other games. It seems that Doom 3's texture lookups disagree with the methodology of ATi's lookups which results in a large (and unnecessary) performance hit. By using a math replacement, they regain this lost performance.
 
Koz said:
Well it appears to be faster in other games. It seems that Doom 3's texture lookups disagree with the methodology of ATi's lookups which results in a large (and unnecessary) performance hit. By using a math replacement, they regain this lost performance.


Not really just rendering the water alone and no trees in Far Cry (you can try this in the editor, hide vegetation) the 6800 ultra really kills the x800xt pe, but its hard to tell, since both are rendering above 100fps. But then again pixel shader performance vs, vertex shader performance. Just depends on what ya look at. My guess is ATi has a similiar weakness in pixel shader performance in Ogl as the fx line had in Dx. Of course there isn't enough games out there that are Ogl and have tons of pixel shaders to test this theory out, just have to wait and see.
 
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