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theelviscerator said:Nvidia can run HS 3.0 just not fast enough for it to be an "actual' feature..
Pixel Shaders version 3.0
Use Hardware Shaders for NV4x GPU
Pixel shaders usage: PS.3.0, PS.2.0 and PS.1.1
Vertex shaders usage: VS.3.0, VS.2.0 and VS.1.1
Saeid said:ATi has the entry level and mainstream market...
NVidia has the high end...
Saeid said:ATi has the entry level and mainstream market...
NVidia has the high end...
Can we not have another flamewar? kthxSaeid said:ATi has the entry level and mainstream market...
NVidia has the high end...
I think this may have been more of an issue before Direct3d was the standard for game programmingErasmus354 said:As Scali was alluding to, I think game developers would perfer to only have to code for one card. Any preference they have probably gets lost in the 8 different code paths they have to write to make the game run well on older gear as well as newer gear.
sculelos said:Nvidia, the 7800GTX in SLI ownes all, and noones going to dethrown it till someone come out with a better card.![]()
Nvidia can run HS 3.0 just not fast enough for it to be an "actual' feature..
Scoobydo said:As a game developer I can say that I prefer ATI better.
The reason is simple. Nvidia has certain "bugs" (or features) which let you do things that are incorrect but it appears to work. Once you run your app on ATI, it no longer works correctly. I have to go through the shaders and figure out what I did wrong.
For example.
The last problem I had was that I had a surface (texture) and a lightmap (texture). I wanted to add them together:
surfacecolor += lightmap;
On Nvidia, that worked fine.... Take a lightmap and add to the surface... When I ran it on my ATI, the code did not work because it was adding the alpha channel from the lightmap to the surface. I only wanted the RGB... On Nvidia, it ignored the alpha channel if I specified it or not. On ATI, it added the alpha channel because thats what the code said to do. It gave me the bug, but it did what it was supposed to do. I had to fix it by doing:
surfacecolor.rgb += lightmap.rgb;
Taking only the RGB (not the A) from the textures.
Nvidia assumes things, ATI does not... I want the video card to do exactly what I tell it to do... ATI gets the thumbs up here.
Scoobydo said:As a game developer I can say that I prefer ATI better.
The reason is simple. Nvidia has certain "bugs" (or features) which let you do things that are incorrect but it appears to work. Once you run your app on ATI, it no longer works correctly. I have to go through the shaders and figure out what I did wrong.
For example.
The last problem I had was that I had a surface (texture) and a lightmap (texture). I wanted to add them together:
surfacecolor += lightmap;
On Nvidia, that worked fine.... Take a lightmap and add to the surface... When I ran it on my ATI, the code did not work because it was adding the alpha channel from the lightmap to the surface. I only wanted the RGB... On Nvidia, it ignored the alpha channel if I specified it or not. On ATI, it added the alpha channel because thats what the code said to do. It gave me the bug, but it did what it was supposed to do. I had to fix it by doing:
surfacecolor.rgb += lightmap.rgb;
Taking only the RGB (not the A) from the textures.
Nvidia assumes things, ATI does not... I want the video card to do exactly what I tell it to do... ATI gets the thumbs up here.
Zinn said:Nowadays, aren't the APIs for graphics programming the same across the board? True newer Nvidia cards have some features like SM3.0 that ATIs current cards don't , but other than that, the interfaces for programming Direct3D and OpenGL should make the hardware almost completely transparent. Once ATIs cards support these new features, they should work just as well as on Nvidia cards. That's kind of the point of having drivers of programming libraries, no?
Zinn said:I would think that after all this time, DirectX has improved so much that programmers really prefer whichever video card would give them the most creative control. If I were a programmer I would like whichever card is fastest, and that often varies. Like an x850xt PE is just as fast in Far Cry as a 7800, but a 7800 pwns all in Doom 3. So it really depends on the project and what someone is trying to do.
nobi125 said:So Nvidia Fixed YOUR mistake and you are Complaining?
Sounds like a smarter GPU.
I have both ATI and Nvidia so I don't really care.
nobi125 said:So Nvidia Fixed YOUR mistake and you are Complaining?
Sounds like a smarter GPU.
I have both ATI and Nvidia so I don't really care.
Sounds like how Internet Explorer fixes peoples crappy HTML coding. So then when a web page works in IE but breaks in Firefox (which is actually standards compliant), people will be all like "Firefox sucks!" when really it's their crappy coding and Internet Explorer's permissiveness that sucks. I am a firm believer in code interpretation that assumes nothing and breaks when something is incorrect. This makes for good coding experience gained as well as portability.Attean said:No, he's saying that it makes it hard to use for testing because it doesn't listen to him. This is not a smarter GPU, it's just annoying when you're trying to make a fully-compliant game.
Shifra said:programmers prefer what ever card company sends them products free. always. this is usually Nvidia from what i'v seen. I dont think its a matter of what cards better or what features it has, thats ignorant people arguing about who makes better products which is deviating entirely from the point of the thread.
Shifra said:For the developer, the card doesnt need to run their game engine while designing it at a million FPS, so they dont care about SLI or big bad pipes and clocks until its time to release. This is prevelant all over, look at all the big engines that drive todays and tomorrows most demanding games and notice their creation and testing was started on cards that could barely run them today. All that matters are the creation tools at hands in OpenGL and DX to these developers, i think they could really care less about cards l337 features.
Scali said:Not at all. First of all, it's safe to assume that a popular game studio has access to all the latest videocards, often even before reviewers do. If they don't get videocards for free, it's not a problem to buy them, since the budget of a modern game goes into millions of dollars... a few hundred more or less for some videocards isn't going to bother anyone.
Secondly, they actually NEED these videocards (also the older models), because they have to make sure their game works properly on all common configurations, and not just the videocard that happened to be in the developer's machine at the time.
If you think the only difference between cards is speed, then well, ignorance is bliss I suppose
They actually do need the latest cards, because they need to be able to actually run their own engine with all the eyecandy turned on, so features do matter, a lot. Speed isn't that big of a deal ofcourse, and often the games are designed for hardware that isn't available yet during development, but since development takes a few years, they can predict that the proper hardware will be available at the time of release. Ofcourse a slideshow isn't acceptable either, so they will generally use the fastest cards, to get reasonably interactive framerates. You have to get some kind of feel for the game you're developing ofcourse, get a sense of the gameplay.
Shifra said:Sorry, they get access to what the API's are for engines long before the cards support, this is far more important then having SM3.0 or full DX9.0C in your card for tests. They dont need this in the card at the time to program it in the engine, i think thats a total misconception of how engines are made.
Shifra said:Project Offset for example has full support for SM3.0 and it was programmed into the engine while still using NV30s.
Shifra said:They dont need or test older cards usually. Have you ever seen a game released that works bug free up and down the spectrum of cards? I havent.
Shifra said:More and more games launched are using engines todays cards cant handle
Zinn said:Sounds like how Internet Explorer fixes peoples crappy HTML coding. So then when a web page works in IE but breaks in Firefox (which is actually standards compliant), people will be all like "Firefox sucks!" when really it's their crappy coding and Internet Explorer's permissiveness that sucks. I am a firm believer in code interpretation that assumes nothing and breaks when something is incorrect. This makes for good coding experience gained as well as portability.
If something works only by virtue of quirks in the supporting platform and that platform were to someday change, then the sheisty code would cease to work, and that wouldn't be any fun for anyone.
kirbyrj said:I think the preferred thing is more marketing than anything else. After all, FarCry runs better on ATI even though it is a "preferred" Nvidia game. Unless someone here actually is a game programmer, you're probably going to get a lot of nonsense.
GFreeman9 said:For the most part the 6800 series does a lot better in OpenGL games such as Doom 3. Unless you have a 7800gtx or 7800gt the x850 and x800 series beat the 6800 series.
It's not as simple as that. nVidia currently has entry level, mainstream, and high end. ATI pretty much cover the same spectrum, but not to the same extent.Saeid said:ATi has the entry level and mainstream market...
NVidia has the high end...
inotocracy said:...what?![]()
oh yea, what's your job field? going to gradute HS this year tryign to deside what do do in future.Lestang said:I know but I am bored at work. I work for a Broadband ISP.
Yashu said:When it comes to openGL... it is Nvidia preferred... hands down.
The mmo that I use is using openGL... and the developers don't even recommend using an ATI card... some of the options don't even work on an ATI card anyway. The developers did not descriminate in their programming... but it is ATI's openGL implimentation that is not complete.
Not only that, but ATI has refused repeated attempts at working with them to fix some of the problems.