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  1. D

    ATI Havok GPU physics apparently not as dead as we thought

    We?ve still got to produce a compliant OpenCL stack yet, so that won?t happen before our previously announced roadmap on ATI Stream SDK with OpenCL support. I don?t know how much attention you?ve paid to the announcement of this, but we are not doing anything here that uses non-core OpenCL...
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    ATI Havok GPU physics apparently not as dead as we thought

    No its not. "C for CUDA" is that. CUDA is a software stack that allows access to their hardware. The CUDA Driver model is more low level and more commonly used - this is specific to their hardware and likely the way PhysX gets to NVIDIA's hardware.
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    ATI Havok GPU physics apparently not as dead as we thought

    You need to be careful with comments in made to the press about allowing "anyone" to support PhysX with any actual meaningful approach to doing what has been said. However, to just dismiss the open standard path we are taking is wrong. If NVIDIA were serious about having other GPU vendors...
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    Dave Baumann of Beyond3D joins ATI

    Why, has a fake one joined? :confused: ;)
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    NVIDIA and Havok Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's Conference

    Does having the shadowing effects in Doom 3 make it slower than not having them? Does having FSAA enabled make it slower than not? Does having high quality AF filtering make it slower than than bilinear filtering? Does having high quality SM3.0 effects make it slower than having simple...
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    NVIDIA and Havok Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's Conference

    As I said, its likely that this is going to operate as a rendering pass within a frame ? i.e. when a frame is rendered its not often that it just renders straight to a colour buffer and then displayed all in one. Take Doom 3, for instance, it has a Z buffer pass, that renders all the geometry...
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    NVIDIA and Havok Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's Conference

    The only thing I edited, Greg, was "...was direct write access to those vertex..." - I added 'write' there to clarify.
  8. D

    NVIDIA and Havok Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's Conference

    ? Nowhere was it indicated that you did say that. Yes? The point being, though, that PS have to have full FP32 capabilities, so it has the same precision as current vertex pipelines, and you also have a lot more of it. Vertex Shaders read from vertex buffers ? the point being is that your...
  9. D

    NVIDIA and Havok Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's Conference

    There are many rendering factors that will affect performance and generally speaking, the ALU processing capability isn?t really that stressed ? this is evidenced by the 3x shader difference between R580 and R520 but the actual performance increases in game being significantly lower (while it is...
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    NVIDIA and Havok Demonstrate World's First GPU-Powered Game Physics Solution at Game Developer's Conference

    http://www.havok.com/content/view/187/77/ Havok are targetting SM3.0 implementations because of the cross-platform benefits - PC NVIDIA/ATI, PS3 and XBOX 360. There's are greater math capability in all pixel pipelines so its actually more likely to use pixel shader than vertex shaders, with...
  11. D

    *GASP* X1600XT finally sighted in etail

    Unlikely. In fact, what you will see is more cards go in directions like these. What will evolve are the applications... Both vendors know that the shader to texture ratio is going more towards the shader side, and ATI have biased X1600 XT towards heavy shader processing with a 3:1 ALU to...
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    HDR+AA not working on X1800XTs

    Errr, no - Blending is not done by the shaders, bledning is fully supported in hardware (and is running faster than the GTX 256MB); filtering of FP textures is required to be done by the shaders but FP textures are no necessarily required for HDR, neither are they likely to be used that often in...
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    HDR+AA not working on X1800XTs

    At the moment I'm using what I've been seeded with. With the type of reviews I'm doing single card performance is of more importance right now. I might look at an SLIX16 platform in the new year.
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    HDR+AA not working on X1800XTs

    Bear in mind that SS2 uses Filtering on FP textures, which need to be done via the shaders for X1000. I'm not sure where the issue lies at the moment in terms of performance. If you look at Damiens Far Cry number he's not using the same patch for the 7800's and X1000's, so we don't know...
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    HDR+AA not working on X1800XTs

    I've never compared the GTX and XT together, so the numbers aren't comparable; this should be known and can easily be seen if anyone looks at the test setups. Because of the testing going on at the moment I've been swithching betten the ASUS SLI motherboard and a Crossfire reference board for...
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    HDR+AA not working on X1800XTs

    No, I have a working sample, in which I can use. As for performance, Rollo, I guess you missed it: http://www.beyond3d.com/reviews/ati/r520/index.php?p=21
  17. D

    5x faster video encoding with X1xxx

    Note: Whats being discussed here is neither encoding or decoding, but transcoding - i.e. converting an already digitally compressed video file from one codec to another (inclusive of whatever compression mechanism is used by each of the input and output formats).
  18. D

    HDR+AA not working on X1800XTs

    Prior to the 1.4 path you will not be able to utilise FP16 blending HDR and FSAA in Far Cry. The screenshots were taken by myself once the patch was in place; I also don?t publish fake or vendor supplied benchmarks in the reviews. The ?couple of hours? reference is how long it apparently took...
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    HDR+AA not working on X1800XTs

    Anything prior to thr 1.4 patch will not have HDR at all for Radeon X1000 boards. The 1.4 path enabled both HDR and AA, but the AA has to be enabled via the command line. http://www.beyond3d.com/reviews/ati/r520/index.php?p=06#rop
  20. D

    HDR+AA not working on X1800XTs

    The feature capability does work, I've used it. It just requires dev support.
  21. D

    HDR+AA not working on X1800XTs

    As I said, this is just the natural path of things - while NVIDIA was the first to support FP16 blending, ATI has followed, and while ATI was the first to support FP16 blending and AA NVIDIA will follow. Just as HDR via FP16 blending didn't turn up the second it was available, becuase it...
  22. D

    X1800XL All In Wonder Crossfire???

    Technically AIW X1800 XL should work fine for 3D in a Crossfire configuration (although I wouldn't guarantee that this is a configuration that will have been thought about and enabled in the drivers right off). The problem is that the AIW card will be the slave board in that setup, which no...
  23. D

    HDR+AA not working on X1800XTs

    Sorry, first line of that post was supposed to read "HDR via FP16 blending and AA is not an automatic thing... The control panel AA/AF options are really only a hack, all these things should really be controlled by the developer, but they are just there as a shortcut and older games didn't use...
  24. D

    HDR+AA not working on X1800XTs

    HDR via FP16 blending is not an automatic thing, since the FP16 "buffer" (surface) is not actually the display "buffer" - a pass has to be done to downsample the FP16 surface into a displayable format; for this reason developers need to actually enabled AA in their app in order for it to operate...
  25. D

    Why go with SM3.0 today?

    No, the article refenced in this thrad is a simple guide - my question was how that relates to being biased. I did. Read my first post in the thread.
  26. D

    Why go with SM3.0 today?

    Housecat, you've just rehashed the same thing - your posts and DP's post bears no relation to the article; the question was how was the article "biased" or "unflattering" to NVIDIA? It wasn't, it was a simple guide to the features and benchmarking - it strikes me that these comments were made...
  27. D

    Why go with SM3.0 today?

    Yes, this is the principle we use as well. Still, you've not answered the question - what does this have to do with our article? You keep refusing to answer that and keep trying to deflect it with other issues - do you have an agenda of your own?
  28. D

    Why go with SM3.0 today?

    I'm still waiting to hear how this relates to the article referenced in this thread...
  29. D

    Why go with SM3.0 today?

    No, its just not important to go over it. Don't judge things on other people perceptions, vague recollections or second hand information, judge on the content of the article(s) as the content is what important. So far I've yet to see what this has to do with the content being discussed in this...
  30. D

    Why go with SM3.0 today?

    Because it has absolutely no bearing on or relevance to this thread. What is possible? What does this have to with our quick guide to Splinter Cell?s rendering options and an explanation / tool for benchmarking with it? Have you read any of our articles? Even the one reference in this...
  31. D

    Why go with SM3.0 today?

    Then your recollection is not correct. I fail to see the connection between this and an article looking at SC3's options for benchmarking.
  32. D

    Why go with SM3.0 today?

    the features themselves are not necessarily SM3.0 specific per se, but they have been wrapped into the SM3.0 capabilities of the title - the implementation of HDR in this particular title is not anything to do with SM3.0, for instance, but just happens that only SM3.0 capable chips support it...
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    Why go with SM3.0 today?

    Clearly it is more efficient than the PS1.1 path by virtue of fewer render passes (hence reducing the number of poly's required by 3/5). Obviously you read the article and got what the point was. :roll: That'll learn 'em Pete, thanks! :frown:
  34. D

    The best video card ever....

    So, its it undersampleing the texture information or oversmpling the pixels?? Well, Bilinear is an aliasing reduction tool in the first place since its designed to cure some of the horrible aliasing effects of point sampling. SuperSampling, by rendering to a larger buffer and...
  35. D

    The best video card ever....

    I've yet to see an implementation of Multisampling that doesn't render to a buffer size a multiple of the render target and downsample (hint: this is why it uses more frame-buffer memory and bandwidth). MSAA does do something for textures since textures at the edges will recieve multiple...
  36. D

    What's the Geforce 6800 GTO?

    http://www.beyond3d.com/misc/c...oarddetails&id=172
  37. D

    ATI tries to downplay SLI

    The main thrust of the Inquirers article is correct - there is now a specific DCT test that causes ATI issues with its instancing support. There certainly was some lack of understanding of some of the technilcal details, but given the Inq is somewhat of the Online Tech equivelent of Tabloid...
  38. D

    ATI tries to downplay SLI

    No offense, but I wouldn't say thats the most stable logic! ;) Whil, technically, they could have supported it from the off, they didn't implement it and push for it when they could have so they have this rather pants detection system. Having said that, the actual call, to use it should be no...
  39. D

    ATI tries to downplay SLI

    The Far Cry 1.2 (second attempt) patch had more than just Geometry instancing changes to it, I doubt the recall was related to that. The First attempt at the 1.2 patch added Geometry instancing and a single pass lighting shader for SM3.0, but at that point ATI hadn't got a method for exposing...
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