Originally posted by: jiffylube1024
Originally posted by: Topweasel
Actually very it would take very little for a card to support the newest version of DX maybe some tweaking to performance for certian features out wiegh others. ATI didn't feel like needed to make the switch yet, Nvida thought it was perfect timing. Either way Nvidia was out with a feature that it took ATI over a year and a half to adopt themselves. How can it be a bad or useless thing if ATI felt the need to add it at all. And how this comes close to 3dfx strangle holding their pratically stolen GL API makes no snese to me.
GLide was useless as it did very little that OGL or D3D couldn't do and they could all be used for any company. SM3.0, do to devlopment on games which is usually 1.5-3yrs behind a vid cards, May not have the largest adoption rate is still a technology that all companies are going to make a switch to just like eventually they will make a switch to SM4.0. This time both companies though are going to adopt it sooner rather then later to make sure niether are caught out. The Problem with SM2.0 or 2.0b cards that most people forget is how hard it is to program for, Most developers who are writing 3.0 programs are talking about not programing for 2.0(a or b) at all and doing only 1.X (for low end) and 3.0 (for high end graphics).
If it's so easy than why didn't ATI implement the switch with R4xx? Why didn't Nvidia just copy R300's shader pipeline architecture (or a reasonable facsimile) with NV35 instead of sticking with NV30's poor design?
Furthermore, if ATI felt SM 3.0 was so useless, then why are they bothering to implement it now? It's only used in a few games, so...
I will need proof convincing me to the ease of implementing a new shader model architecture in cards, otherwise I will have to call shens to the power of ten.
I will further make a claim that it is not so easy as you claim to implement a new shader model just like that. You can't just graft it into a new architecture, you need to design the architecture to accomodate the increased size from SM 3.0, iron out any leakage and grounding problems (R520, anyone???), accomodate for the increased die size (and subsequent descrease in yielded chips per wafer), etc.
I wish it was as easy as a snap of the fingers to implement a new shader model in a new card. If that were true, then we'd all be looking to buy SM 4.0 cards by christmas/spring, when the new cards are due.
This will suck for people who paid $700 for the handful of 850XT PE purchasers as you will be held back in both performance and IQ because of the games lack of SM2 or the cards lack of SM3.
It will also suck because the X850XT PE doesn't have enough umph in terms of polys/sec and pixel power to run 2006/2007 games as well. Although, 6800 Ultra users who paid up to $1000 on ebay won't be much better off either, since they also lack shader units and clockspeed to compete with even 7800 series cards (which already chug in F.E.A.R., let alone Unreal 3 engine tech, among other future engines).