BenSkywalker
Diamond Member
- Oct 9, 1999
- 9,140
- 67
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Once again, stay on topic. We are talking about your Halo comments here right?
So then state how much faster a board has to be by the definition of the word before it is faster to your type.
BFG-
The point is that they don't and because the application doesn't request AF then it's their choice as to how it does it.
Trilinear is being requested and you are getting bilinear over the majority of the screen, not even a bilinear/trilinear hack(for most of the screen, you do have the one mip level fully filtered). How many games do you own that have an option for AF? I think I have maybe six, out of several hundred.
You've finally quantified (see the bold) what you mean but you didn't do this before.
Uhhhh-
They did something to HELP nVidia's parts, VALVE failed to use that in the public bench that released to show HL2's performance for the pure DX9 mode.
That is from my post on October 11th 10:45AM(EST), over two weeks ago. I actually quantified it multiple times, perhaps not recently though.
However I'd also like to add that Microsoft's compiler may not have been available at the time the path was benchmarked and also the fact that Valve have gone out of their way to make the mixed mode path as optimal as possible which basically makes the full precision path somewhat irrelevant.
They benched the game for their big PR event that they did that many sites attended, and they had the compiled MM path ready to go. They without a doubt had the compiler to use. By Dave's comments in this thread, they were trying to show how much special optimizations you need to use for nV's parts. It is because of this that I have had major issues with the way in which it was done.
ATi is still ahead when nVidia is completely optimal and I'd believe that was the idea Valve were trying to get across.
I wouldn't count on that
Basically it's when the drivers detect the presence of a shader and completely ignore the whole thing and replace it with a pre-compiled version that may or may not produce the exact same output.
That was a semantics thing, that is run time, not real time
I wasn't aware of that and I agree with you that it's a bit strange that the reference renderer doesn't work with some of the tests.
One of the other tests is exploiting a bug in DirectX that MS has stated they intend to fix. I'm not taking issue with every bench out there that ATi is dominating at. He!l one of my favorite games, Mafia, ATi is running significantly faster then nV right now(and to add to that, ATi's AA makes a big difference on that game as there are power lines all over the place and it is likely the best example I've seen for when AA is still needed). I take issues with certain benches for certain reasons. ShaderMark has numerous issues that the devs are aware of and they all favor ATi's hardware even when RefRast says it is wrong.
Yes but you've also argued against using Max Payne 2 as a benchmark on the grounds of what the developers say, the same developers that then turn around and say that using 3DMark is a much better option. Who are we to believe then? You can't selectively mix and match statements when it suits you.
I quoted the guy from Remedy, who helped make the game, and the main reason for that was the adaptive nature of Max Payne2 and why it is a lousy benchmark. Back in the day when DX7 titles were just starting to hit Sacrifice was a game that was using some of the features we had been looking forward to and it came with a built in framerate counter and also would give you a vertice count, poly count and texture amount being used. The game would have made an excellent one for benches except that the game used dynamic rendering depending on what the game was doing at the moment and what your hardware could handle. This meant that you could run the bench on different hardware and get identical results while one of the rigs was doing a lot more then the other. The guy from Remedy that I quoted was saying that MaxPayne2 uses a similar technique, it makes it a very bad engine to bench. He did say to use 3DM2K3, and I included it because I'm not going to selectively quote the guy. 3DM2K3 is certainly a better bench then one that differs the workload for each system, doesn't change my view on it though.
Because it's correct and it comes directly from FutureMark's findings? Because the shader subsitution has been listed many times in other reviews that discuss nVidia's dubious optimisations?
For 3DM2K3 I agree they were doing that, my issue has always been with all of the other titles that people have talked about. They have obviously been working on their compilers for a long time now, the earlier versions of them exhibited bugs and people jumped to the cheat conclusion. I take issue with that.
He has also explained, like all of the other developers, that the path is necessary to get any reasonable form of performance from the NV3x.
Reasonable form of performance? He stated that the NV30 was half as fast running full FP32 as it was FP16/INT12. The NV30 is already considerably faster(you can check that one if you would like Oldfart, when I want to say something is decently faster I will explicitly state so) then the R3x0 boards under most settings and that was with nV's poor performing drivers. Knocking the framerate down to half it wouldn't be as fast as ATi's highest end parts(using the old drivers anyway), but it is far from having trouble reaching reasonable performance.
Also it appears that even your holy grail application Halo is also using a special reduced mode path to get reasonable performance on nVidia's boards. What do you say to that Ben?
It uses PP as that is all it needs. That has been my line pretty much all along, the overwhelming majority of shaders we are going to see anytime soon are not going to require anything higher then FP16, I have quoted Carmack and Sweeney as stating that general line of thought also.
Whether the lower precision looks as good as ATi's full precision is debatable; what isn't debatable is that the NV3x core has severe architectural problems when running at full precision.
Superior precission. That additional precission is overwhelmingly useless(handy for the Quadro line though). How fast do you think ATi would be running FP32 with their current parts? 1/100,000th the speed of nV give or take?
How many shaders are going to need FP24? I've stated numerous times in this thread that I expect the R3x0 to be faster then the NV3X line in shader limited situations, the issue is how much faster and how frequently that will happen. If most shaders only require FP16, which it appears is the case right now, then the impact of moving from partial to superior precission isn't going to be a major issue. If there comes a time when most shaders are going to require FP24 and will still perform on ATi's parts then it will be one.