Evil Kyo 64mb VS Geforce 2MX

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BFG10K

Lifer
Aug 14, 2000
22,709
2,979
126
Dave:

Well as they say, you learn something new every day...

Oh I see. You were talking about the Kyro always internally rendering in 32 bit mode. I already knew this. For a minute there I thought you were talking about all video cards.

and no, the post filter isn't perfect, but there is dithering on KYRO too.. everything has dithering in 16-bit.

So how does the Kyro compare to a Voodoo in 16 bit colour? I'd expect the Kyro to look better.
 

BW

Banned
Nov 28, 1999
254
0
0
I bought Giants today and it does run well on the kyro. One thing though.I only have the options for bumpmapping on objects and not landscaping. It says not available. Ennvironment bumpmapping isnt available.This card is suppose to support it.
 

DaveB3D

Senior member
Sep 21, 2000
927
0
0
No, ALL cards render internally at 32-bit..

The bump-mapping issue.. Not certain. I'll ring up a buddy of mine at STM in the morning for an answer on that for ya.
 

JokerF15

Golden Member
Mar 6, 2000
1,464
0
0
the kyro beats the freaking $hit out of the mx in 32bit. look at anandtechs review about the kyro, it barely looses any fps when compared to 16bit mode.

anandtech's review is from june, the drivers have been updated soo many times. get the newest drivers, and see it soar. Sure it's not as good as the gts, but has much better 2d, and better image quality.

the Kyro murders the mx, it's not even a question to ask.
 

shawn_16

Banned
Oct 9, 1999
1,114
0
0
hey DaveB3D, could you ask if they'll have site that will release drivers like nvidia's detonators and when their next driver release is?
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,979
126
No, ALL cards render internally at 32-bit..

???

So why is there a difference between 16 and 32 bit scores?
If the rendering has been done in 32 bit regardless of the setting, why bother dithering at all? Why not simply output what's already there?
 

DaveB3D

Senior member
Sep 21, 2000
927
0
0
Color depth does nothing more than eat bandwidth. You always render internally at 32-bit and then you output to a 32-bit buffer or you dither down and output to a 16-bit buffer.
 

Finality

Platinum Member
Oct 9, 1999
2,665
0
0
So really if we had enough bandwidth there would be no performance difference between 16 and 32 bit?
 

DaveB3D

Senior member
Sep 21, 2000
927
0
0
correct.. Well if you do a really sucky 16-bit implementation, you won't have a hit either. However, theory states that on a traditional architecture you should always have a 50% hit.
 
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