Geforce2 32MB GTS or Radeon 64MB DDR?

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Soccerman

Elite Member
Oct 9, 1999
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hmm lots to respond to.

pidge
"6)HyperZ is disabled in Direct3D games. It causes many problems in D3D games."

first off, who says that Direc3D doesn't have Zbuffer compression?

where's the proof? (benches would help).

ATi has pretty good Driver support. they aren't BAD, they just aren't the best. but they've recently tried to enter the gaming market twice. the first one didn't really make an impact, but the second did (not talking about the MAXX, talking about the Radeon).

"5)Why did ATI choose 183MHZ as their top speed? If you overclock a 166MHz 32MB version to 183MHz, it is a significant gain in performance however if you overclock it from 183MHz to 200MHz, it hardly improves performance at all. It runs out of gas. Take a Geforce 2 and overclock it, it keeps on improving by a significant amount, especially at higher resolutions."

I'd like to see PROOF that overclocking the ATi radeon doesn't help. ESPECIALLY when you say that HyperZ isn't enabled in all games (which therefor puts a higher requirement on the bandwidth).

at least ATi released this card with RAM speeds faster then nVidia released theirs. I'm willing to bet they'll have a Radeon Pro, like they had a Rage Pro which was just a Rage 128 with higher mhz..

"4)Radeon doesn't support texture compression within DX8 meaning more clogged up space in the frame buffer"

and who cares if texture compression isn't enabled if all yuo're going for is the higher performance version of the ATi Radeon 64MB DDR.

DOOMGUY, who cares abuot 3dfx? huh? who? we're talking ATi. remember?
 

Remedy

Diamond Member
Dec 1, 1999
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Please Doomguy and pidge start posting more links to the comments you mention it would be more than helpful instead of just talking the way you do.
 

Doomguy

Platinum Member
May 28, 2000
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oldfart: Did you read my post? Ben and jpprod have done a very good job describing the S3TC problem and how its NOTNVidia's fault.
 

oldfart

Lifer
Dec 2, 1999
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Doomguy, I'll be honest. I really don't know about how S3TC is implemented between on card and another. I never saw Ben or Jpprods discussion on it either. I was about to buy a CL GF-2 (still might) and was reading up on some stuff when I ran across that article. BTW, for a great deal on one look here. After reading that, I really started to wonder about Nvidia's quality (not speed). The Radeon had none of the problems that the Nvidia did. Why is that? I'm asking because I'd like to be educated. I'm a very technical guy, but not THAT up on the inner workings of this stuff. If its not Nvidia's fault, why does the Radeon not have this problem? There are also people in the Nvidia newsgroups complaining about bad image quality since the 6.18 drivers. Makes me wonder. BTW, I have no allegiance to any video card company. I've had cards from Rendition, 3DFX, Nvidia, S3, Matrox. I'm just trying to figure out what is the best out there.
 

Doomguy

Platinum Member
May 28, 2000
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The problem is with S3TC. Quake 3 calls on the opengl texture compression extension and uses whatever the card offers. For nvidia cards in OPENGL S3TC is used and it has poor on the fly compression. When quake 3 calls the extension on a readon card its own compression method is called which dosent have the problem. The radeon's method is superior but nvidia didnt implement anything wrong.
 

oldfart

Lifer
Dec 2, 1999
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So, in short, Nvidia uses the standard S3TC which isn't very good. ATI has a better compression method and uses it instead. I get it. Thanks. This does speak well of ATI for doing their homework and fixing something that is broken.
 

Doomguy

Platinum Member
May 28, 2000
2,389
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oldfart: The S3TC is not broken. Its just that when a game dosent have the texutures precompressed the image quality takes a hit when they need to be compressed in realtime. ATi's and nvidia's solutions are most likely equal with precompressed textures but ati's compressor does a less losey real time compression.