Originally posted by: Pete
Originally posted by: Gstanfor
Anti-Aliasing and Anisotropic filtering are strictly optional features. They are not required in order for 3D applications to run. They serve only to enhance IQ.
This is part of the reason why developers are currently enabling SM3.0 in games despite there being no Anti-Aliasing - developers want features andprogrammability, not IQ enhancement.
HDR ad soft shadows seem like an optional feature to me, at this point. I didn't realize FC, SC:CT, and Riddick were unplayable without them.
We're talking about games in a video forum, Greg. Basically every discussion here is about IQ.
Originally posted by: Reverend
Originally posted by: PeteDoom 3 was based around the capabilities of a GeForce. The GF came out early 2000. D3 came out late 2004. It offers
similar IQ on a GF as on a GF6,
Really (i.e. similar IQ) ?
The calculations in ARB_fragment_program are all done in floating point, and general dependent texture reads are used.
Not even similar? The linked HOCP GF4MX pics don't look that bad. I couldn't find a good screenshot comparison with a few quick searches.
Ah,
here we go. Not much of a difference (in a static screenshot, granted), though no bad guys casting shadows to be found.
Um,
right. big difference. GG, memory. But this is dependent on speed more than capabilities, right?