John Carmack will give us a reason to upgrade our video cards

Shazam

Golden Member
Dec 15, 1999
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I'm surprised this hasn't been posted yet:

Voodoo Extreme JC interview

It seems that there is no card currently out there that'll be good enough to run Doom at 60 FPS & all details.

Voodoo 3 owners will finally have a real excuse to upgrade their cards.

Voodoo 4/5 owners won't have bump-mapping.

Geforce users may lose some performance compared to the ATI, but the ATI won't have as good "specular highlighting".
 

Piano Man

Diamond Member
Feb 5, 2000
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<< John Carmack -- I think this has been mis-characterized for a long time - None of the Quake games have had what I would call a &quot;BSP based VSD algorithm&quot;. The visibility associated with quake is a cluster to cluster potentially visible set (PVS) algorithm, masked by an area connectivity graph (in Q2 and Q3), followed by hierarchical frustum culling (which does use the BSP). The software renderers then performed an edge based scan-line rasterization algorithm, which resulted in zero-overdraw for the world. >>




I'm sorry, but that went over my head by about 5 miles.
 

Elect

Junior Member
Aug 14, 2000
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Hmm, if it doesn't come out before December we all could buy Nvidia's NV20 and play at 60 FPS :)

 

NOX

Diamond Member
Oct 11, 1999
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I'm sorry, but that went over my head by about 5 miles.

LOL...Carmack, please, you need to speak english (J/K)!
 

Chuck

Senior member
Oct 9, 1999
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<< The software renderers then performed an edge based scan-line rasterization algorithm, which resulted in zero-overdraw for the world. >>



Hmm weird. I thought all the engines these days had overdraw? That was the whole point about the Videologic card not having any? Can someone with more brains than I comment?

Thanks

PS, Well we'll all have Voodoo50's and NV2000 by then anyway so...
 

Weyoun

Senior member
Aug 7, 2000
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the bsp structure itself was built to combat memory load and give faster gameplay. ti is built in sectors and each sector has its own set of PVS' (potentially visible sectors). this engine still has overdraw, however, it doesnt include the rooms etc that arent PVS', at least that's my explaination :)

i kinda understood i, but he lost me when he started going on about: followed by hierarchical frustum culling (which does use the BSP). The software renderers then performed an edge based scan-line rasterization algorithm, which resulted in zero-overdraw for the world

just my $0.04 (damn australian exchange rate)
 

KarlHungus

Senior member
Nov 16, 1999
638
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In simpler terms - Quake 2 and 3 break the world into smaller parts to render. Consider that each room is a cluster. Now, consider that certain clusters are not visible from the cluster you're currently in - so why bother rendering them? This step should eliminate a huge amount of polys. Next comes the hierarchical frustum (viewspace) culling - eliminates more polys out of the viewspace (I've not actually had any experience with BSPs, so don't ask me). The key to the last line is &quot;software renderer,&quot; the hardware renderer definitely has overdraw. I'm guessing this has to do with the graphics chipsets implementation of OpenGL - you could probably have a tile based OpenGL implementation with no overdraw, but then you get into the whole tile vs. conventional rendering debate which I don't want to touch.
 

sandorski

No Lifer
Oct 10, 1999
70,577
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If Doom3 is the same as Q3A gameplay wise, I won't need to worry about upgrading.
 

Soccerman

Elite Member
Oct 9, 1999
6,378
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LOL..

I actually was thinking about this kind of thing being done in the game itself.. didn't know they were thinking of it too!

however, it apparently doesn't apply to all objects, just to the rooms that you are NOT in.

and why the hell do you consider this guy a god? he's just a good programmer..
 

Doomguy

Platinum Member
May 28, 2000
2,389
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Soccer: John makes the best game engines. No other engine ever touches his in speed/image quality. Quake 3 may not have been good but Star Trek Voyager: Elite Force really shows you what the engine is capable of. I loved the demo and bought it today. It kicks major ass. Also the graphics are better than any fps i've ever seen.
 

Aquaman

Lifer
Dec 17, 1999
25,054
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The Elite FOrces was kind of short :( The best level (I think) is the first one, when your on the borg cube/holodeck :) That was sweet.

Cheers,
Aquaman
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Well to be honest my next card will be a NV20 (unless it gets a bad review) I`m sure this will be fast enough with 256mb,&amp; 900mhz T-bird.

:)
 

BFG10K

Lifer
Aug 14, 2000
22,709
3,000
126
I'm surprised this hasn't been posted yet:

It's being discussed in at least three different places. The thing to note is that it won't even be playable on a V4 and won't run that well on a V5 (no bump-mapping or T&amp;L). The MX will do a better job than the twice as expensive V5.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
It was posted in the Video section(Only the video card parts).

:)
 

Soccerman

Elite Member
Oct 9, 1999
6,378
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are they talking EMBM, or that Cube mapping? if it's EMBM, I hate to burst your bubble, but none of the Geforce cards will run it with that feature enabled.

and I'm sure, you'll be able to reduce the T&amp;L to the complexity to be able to run on the CPU.
 

downhiller80

Platinum Member
Apr 13, 2000
2,353
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Is EMBM going to be a feature of NV20? And if not why not? Does the radeon do it properly or is it still only Matrox that have implemented this IMMENSELY COOL feature.

Seb
 

Mem

Lifer
Apr 23, 2000
21,476
13
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I`m not sure but ID software always use Nvidia video cards as their benchmark for gaming.

:)
 

Soccerman

Elite Member
Oct 9, 1999
6,378
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the RADEON supports it fine, AND it has the third texel unit on each pipe, so that it can run EMBM without much of a performance hit, compared to other video cards.

nVidia has had much time to incorperate support for EMBM, and there's no reason to think that they will support it in the NV20 (though you can still hope).
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
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Soccerman-

&quot;nVidia has had much time to incorperate support for EMBM, and there's no reason to think that they will support it in the NV20 (though you can still hope).&quot;

Check out this page. It is possible to do EMBM on a GF board under OpenGL.
 

dawks

Diamond Member
Oct 9, 1999
5,071
2
81
thanks doom!!!

I have been waiting since Q3 came out, to see games based on its engine. Downloading the demo now, at a nice 145k/sec!! :) :)

btw, Q3's engine is amazing. best one yet. you can bet Doom3 is gonna be freakin awsome!
 

Shazam

Golden Member
Dec 15, 1999
1,136
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<< t was posted in the Video section(Only the video card parts). >>



Who checks there anyway? :)