Originally posted by: jliechty
NV30 will not only have two texture units per pipeline (whether or not that will help I'm not competent enough to say), but it will also be on a lower micron process than R300, and thus (probably) be able to hit higher clockspeeds. I'm sure the higher clockspeeds will help it.Originally posted by: BD2003
Let me get this straight, radeon has 8 pipes 1 tex. NV30 has 8 pipes 2tex. The game obviously uses multitexturing, so wouldnt the nv30 theoretically need only half of its pipelines to match the 9700's speed? Therefore, AA wouldnt be free, but itd certainly be a hell of a lot faster...
Originally posted by: Bovinicus
Hrm, you seem to be correct that it only has one texture unit per rendering pipeline... However, in Anadtech's article it says that it can do 16 textures per pass. How is this possible with only one texture unit per pipeline?
You need to read up on S3 texture compression. There is a professional level of compression available (but it's not one of the common S3TC formats - you have to pay to use it).Umm.. errr. Lets start at the begining...
1)" What if nVidia implemented a (transparent to applications) texture compressor (based on S3's pro level texture compression or 3dfx's compressed formats)? All of a sudden NV30 is able to fit more textures into 128mb than other cards (which would be a reason why NV30 could do this and 9700 could not)."
-You can't compress textures twice... Texture compression can already be turned on and used in UT2k3... how would NV30's so called transparent compressor be any more effecient that the current implementation, which is based off of s3's spec mind you
Originally posted by: Gstanfor
You need to read up on S3 texture compression. There is a professional level of compression available (but it's not one of the common S3TC formats - you have to pay to use it).Umm.. errr. Lets start at the begining...
1)" What if nVidia implemented a (transparent to applications) texture compressor (based on S3's pro level texture compression or 3dfx's compressed formats)? All of a sudden NV30 is able to fit more textures into 128mb than other cards (which would be a reason why NV30 could do this and 9700 could not)."
-You can't compress textures twice... Texture compression can already be turned on and used in UT2k3... how would NV30's so called transparent compressor be any more effecient that the current implementation, which is based off of s3's spec mind you
There is no reason why NV30 could decompress then recompress textures as they load (probably storing a tag with them identifying the original texture format).
Greg
