Originally posted by: Wreckage
That site used little or no AA and no AF. I guess if you want to cripple your game. :roll:
And I suppose people are interested in 4890s and 275s for running 1280x1024 as some of the benches in your link showed? There are other sites that show the 4890 and 275 virtually neck and neck with AA/AF turned on.
Originally posted by: Wreckage
Sales and overclocking are random at best.
4890 sales have been ongoing virtually from the time it launched. It has gotten to the point where you can obtain a 4890 OC for $125.
MSI Radeon HD 4890 OC - $125.54 after cash back, rebates, eBm
I haven't seen a GTX275 anywhere near that price. EVER.
Originally posted by: Wreckage
Not to mention most ATI vendors don't support overclocking in their warranty.
Most? No. Some? Yes. Not all Nvidia vendors support overclocking either. So for those who have a warranty that allows it (or those who don't care about voiding their warranty), overclocking can be a very real consideration when purchasing a video card.
Originally posted by: Wreckage
More games support physics and ambient occlusion than DX10.1 and 10.1 does not really add any thing visually to a game nor does it always provide a game changing performance boost.
Completely wrong. DX10.1 can both add to a game visually
and can increase game performance:
http://www.pcgameshardware.com...th-Lead-Designer/News/
Stormrise first DX10 only game - Interview with Lead Designer
PCGH: You announced that the PC Version of Stormrise will support DX10 and even DX10.1. Is that still the case or did you cancel the support for DX10/10.1? If you cancel the DX10/DX10.1 support what were your reasons to do so?
Artem Kulakov: From day one Stormrise has been designed as a new type of RTS for next generation consoles and PCs. Stormrise has been designed for DirectX 10 and Vista only right from the start.
Integrating DX10.1 was an opportunity to increase performance and improve visual quality even further.
PCGH: If there is DX10/10.1 support how do you leverage the API? How can you utilize the advanced feature Set of DX10/DX10.1? How does the API simplify the rendering process?
Artem Kulakov: DX10 has offered a lot of advantages over DX9. First of all, DirectX 10 allowed us to simplify the rendering engine. It matches capabilities of next generation consoles better than DX9, which is important for us considering that Stormrise is a multi-platform title. We had fewer driver-specific compatibility issues with Stormrise compare to our previous games released with DX9.
PCGH: What were the technical advantages of DX10.1's extended feature set? In what way does DX10.1 in particular optimize or simplify the rendering process of Stormrise?
Artem Kulakov: We are currently working with AMDs engineers to implement the following DX10.1 features:
? DX10.1 allows you to read back from a Multi-Sampled Anti-Aliased (MSAA) depth buffer, which means it is no longer necessary to render depth out separately. This means that the current Multiple Render Target (MRT) setup can be bypassed for DX10.1 capable HW, and therefore yielding a performance gain.
? DX10.1 introduced fixed sample patterns for MSAA modes, and also allows the Pixel Shader (PS) to output the MSAA Coverage Mask. This enables us to gain full MSAA Alpha Tested geometry, leading to higher visual quality.
? DX10.1 adds a new instruction called Gather, which can gather 4 texture samples at once, at a much lower cost than issuing 4 separate Sample instructions. Consequently we are able to optimize our shadow map technique, and even shoot for higher quality.
? The Gather instruction will also allow us to optimize our Screen Space Ambient Occlusion (SSAO) algorithm - again producing a higher image quality.