DaveBaumann
Member
- Mar 24, 2000
- 164
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Ben,
No, Ben, the filtering was fairly close to bilinear, and much more evident to me.
I had no explaination at the time - I can't look for something if I don't know what I'm looking for or where to find it.
4 out of the 5 titles I'm currently using for benchmarking have it, 3 of 5 had it last year.
This is what MS are telling devs - usually different to the marketting peaks they try and sell the public.
First time I've used it was in the GeCbue X800 PRO review and each of the (p)reviews subsequent to that have included it.
http://www.beyond3d.com/previews/nvidia/nv45/
And, not being a full time site it can take some for things to pipeline through, so what was posted was complete in terms of benchmarking before D3 was available over hear. UK also recieved Doom3 two weeks after the US did, even though NVIDIA requested them from Activision directly (in fact, my Activision copy was delivered a day after I actually purchased it!).
Good lord, Ben, are you really that bitter and twisted about it all?
The fact of the matter is that it was important for a number of games then and it will continue to be important now, we used one gaming title that used DX9 because we could, and we expanded effort into bringing the benchmark to a title that was readily available to the public - many other sites, including this one, also adopted that benchmark - presumably they are all part of ATI's vast PR campaign?
Of course, you are neglecting that ATI's last generation was pretty handy all round in the first place, it wasn't a one trick pony.
Far Cry, Halo, TR, HL2 are not serious options on that class of hardware? Sorry, but thats not the case - sure, you're not going to be playing at 1600x1200 in most cases, but that doesn't mean it can't be used, many people happiliy played these titles with the best available options for their boards quite happily long before X800 and 6800 came along. Had you mentioned the mid and low end, I'd be agreeing heartily with you.
Most technologies have a fairly long gestation period for more than scratching the surface use, and as the entire industry now has PS2.0 as a baseline, thanks to Intel and 915, then this will be the baseline for numerous titles to come - its no coincidence that UnrealEngine 3's baseline is SM2.0 upwards. As for SM3.0 we'll be using it and pushing it as we can - we'll use the Far Cry patch when its finals and we'll be looking out for other things we can use; we're also in contact with developers asking if there is anything we can get from them.
It is clearly evident for anyone who is remotely honest.
No, Ben, the filtering was fairly close to bilinear, and much more evident to me.
No, you had it pointed out to you repeatedly and did nothing.
I had no explaination at the time - I can't look for something if I don't know what I'm looking for or where to find it.
If you went out and did something really odd, like play a few games, you may be aware of the fact that well over 90% of games don't have AF as an option. Funny you aren't aware of this as it again has been pointed out to you repeatedly for years.
4 out of the 5 titles I'm currently using for benchmarking have it, 3 of 5 had it last year.
Argue with yourself over that one.
This is what MS are telling devs - usually different to the marketting peaks they try and sell the public.
Have your Saphire X800Pro review open right now, I'm not seeing the FarCry numbers. I saw them in the 6800 review, that was the only one I noticed them in(I don't bother to read each vendors individual board review though so maybe you have had it in two or three reviews?).
First time I've used it was in the GeCbue X800 PRO review and each of the (p)reviews subsequent to that have included it.
I can't find the DooM3 numbers on any of your reviews, where are they? You have a review that was posted after D3 launched too.
http://www.beyond3d.com/previews/nvidia/nv45/
And, not being a full time site it can take some for things to pipeline through, so what was posted was complete in terms of benchmarking before D3 was available over hear. UK also recieved Doom3 two weeks after the US did, even though NVIDIA requested them from Activision directly (in fact, my Activision copy was delivered a day after I actually purchased it!).
That's not what you told us Dave, you told everyone how critical they would be a year ago(you were saying it further back then that, a year ago is when they were supposed to be paramount). The combo PR team of ATi and B3D did a fabulous job burying a lot of people's heads in the sand in no small part thanks to your help. How many R300 and R350 core chips did you help move with your PR campaign stating things that anyone with honest insight knew was wrong?
Good lord, Ben, are you really that bitter and twisted about it all?
The fact of the matter is that it was important for a number of games then and it will continue to be important now, we used one gaming title that used DX9 because we could, and we expanded effort into bringing the benchmark to a title that was readily available to the public - many other sites, including this one, also adopted that benchmark - presumably they are all part of ATI's vast PR campaign?
Of course, you are neglecting that ATI's last generation was pretty handy all round in the first place, it wasn't a one trick pony.
And everyone of them knew that the first gen parts didn't have anywhere close to enough power to make shaders a viable serious option anytime soon, can you sit there and honestly expect anyone to believe that you didn't know this?
Far Cry, Halo, TR, HL2 are not serious options on that class of hardware? Sorry, but thats not the case - sure, you're not going to be playing at 1600x1200 in most cases, but that doesn't mean it can't be used, many people happiliy played these titles with the best available options for their boards quite happily long before X800 and 6800 came along. Had you mentioned the mid and low end, I'd be agreeing heartily with you.
The one time you come out hard for a new technology is the time when it fails utterly in making any meaningful market penetration for years. Push as hard for SM 3.0 as you did for SM 2.0 and you could claim some level of objectivity, but we know that isn't going to happen.
Most technologies have a fairly long gestation period for more than scratching the surface use, and as the entire industry now has PS2.0 as a baseline, thanks to Intel and 915, then this will be the baseline for numerous titles to come - its no coincidence that UnrealEngine 3's baseline is SM2.0 upwards. As for SM3.0 we'll be using it and pushing it as we can - we'll use the Far Cry patch when its finals and we'll be looking out for other things we can use; we're also in contact with developers asking if there is anything we can get from them.