First off, I will say that Bubba did a much better job at not inserting his foot into his mouth but I still have issues with his statements:
<< 3dfx: LOL! Actually, one of the areas that we seem to be undisputed "King" is 2D image quality versus our other 3D competitors. Many have mentioned that our Voodoo3 and Voodoo5 have better 2D image quality than High-end workstation GeForce Quadro's. The differences are quite compelling - even in just 2D. >>
According to Anandtech's reviews, I think he may be right about V3/V5 image quality. It is pretty darn good. However, image quality don't mean jack when the Quadro/geForce cards can pump out an order of magnitude more triangles per second than Vooodoo paired with a fast PIII in OpenGL apps. Let's not even talk about the OpenGL ICD.
<< Seriously, FSAA can make a tremendous framerate impact. For games that are fill-rate limited (like Quake 3), it can make a huge impact right now. For other games (racing games, simulations, sports, RPG and strategy games) the impact is typically minimal to non-existent. In Diablo II, you will note no slowdown enabling 2x or 4x FSAA with the Voodoo5 5500. The only difference you will notice is that your image quality has increased many times over. >>
The thing that will improve image quality many times over in my eyes is A SUBSTANTIALLY HIGHER TRIANGLE COUNT. I've said this a million times before and will continue to say it..smooth edged Lego men characters still look like Lego men characters!
<< Something important to keep in mind regarding FSAA and T&L is this: When you add more detail and triangles to a scene (T&L) you are also adding more aliasing and overall "ugliness" to the scene. Our approach is that before we add more geometry detail through T&L (which will in turn really increase the amount of aliasing), there is a definite need to "clean" the image first. >>
This is completely ridiculous! How does more triangles make the jagginess worse? I can see this being an issue when looking at wireframe-only views, but take the example of a shaded, textured sphere. Model A can have a triangle count of 250 so you can still see faces on it like it is a gem. The blockiness will be noticeable. Next, increase the count to 10,000. Now it gives a much better approximation of roundness on the sillouette. I will argue that the aliasing is MORE noticeable with the lower triangle count model. You have longer lengths of straight lines that show the "stair-steps" of aliasing. I'm willing to drop FSAA for substantially better performance as long as the triangle count is high.
<< 3dfx: One thing everyone needs to remember regarding T&L is that both Intel and AMD based CPUs offer a hardware T&L option through SIMD and 3Dnow!. As you increase your CPU speed (take for instance that you currently have a PIII 600 and in a couple of months you upgrade to a PIV 1.4 GHz CPU) wouldn't it be nice if your T&L unit took an immediate upgrade as well? With a GeForce or GTS you are stuck with a static T&L unit. We have shown that if you're using a GeForce, you are better off using the T&L from a > 500 MHz CPU since it can process the triangles faster. What happens if you more than double that CPU speed (P4 will also be using a 400MHz bus), still want to be using that static T&L Graphics Paralization Unit that could not even process more triangles than your old CPU? For the love of your computer, I sincerely hope not? >>
Please...so Bubba expects us to upgrade our computer & mobos MORE often than the graphics card? B.S. These sort of upgrades don't happen as often because they often require upgrading memory, etc...I would rather upgrade the video card more often than the CPU/mobo/memory. Does Bubba moonlight for Intel or AMD? Sure sounds like he's trying to sell the need for faster and faster processors.