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Alexvrb - Apr 14, 2004 |
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it290 | Apr 24, 2004 | |||
Huh? Anything above a GF3Ti should be more powerful than an Xbox. |
Alexvrb | Apr 25, 2004 | ||||
Ah yes, somebody posted that at another site yesterday. It's true, however they're comparing it to a modern Radeon. Compare it to a GF FX, and you'll see that they have made progress. Is it wrong? Sure. But it's a step forward, and it is a beta driver. They've started offering a higher quality mode in their drivers, too. ATI does some optimizations too, though nothing this noticeable. |
ExCyber | Apr 25, 2004 | |||||||
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Alexvrb | Apr 27, 2004 | |||
They've struck a reasonable balance. Even the harsh critics tend to note that when you're playing a game, you won't notice it. They've been burned with the FXs, they don't seem to be making such a drastic mistake. Shoot, I'm not even an Nvidia fan, but the IQ of the 6800 isn't bad. It isn't as good as the recent Radeons, you'll get no argument from me there. I prefer Radeons these days. |
Tagrineth | Apr 27, 2004 | ||||
V3's 16-bit looks better than any other card's 16-bit except Kyro II's. |
Alexvrb | Apr 27, 2004 | |||
What about the lowly Kyro I? *ducks* |
it290 | Apr 28, 2004 | ||||
Maybe so, but 3dfx stuck with 16-bit color/optimization for way too long... |
Tagrineth | Apr 28, 2004 | |||||||
Thing is, no game until around Quake3's time really USED anything above 16-bit colour. Up to that point, most games were even still using 8-bit CLUT textures... for which 32-bit would've done nothing. The only benefit to running 32-bit until at or around Quake3's release was in alpha effects, which V3 had a trick to help out. |
it290 | Apr 28, 2004 | |||
Yeah, but Q3A killed the Voodoo 3 for a lot of people. It actually runs the game pretty well, but I remember a lot of people bitching about it when the game was released (not that they had any right to-- I was running the game on a bloody ATi Rage Pro for a while!). The original GeForce came out about the same time as Q3, and that was one of the things that pretty much nailed the door on 3dfx's coffin, IMHO. It always pissed me off that games were still coming out after Q3 that were still optimized for Glide (mostly Unreal engine games, Deus Ex being one). |
Tagrineth | May 2, 2004 | ||||
Why did it piss you off? Would you rather every game had required use of GeForce256-only features like hardware T&L while you were stuck with your Rage? There's this thing called "Catering to the lowest common denominator".. combined with "Catering to the largest installed user base". Voodoo3 was, for its time, THE most successful graphics card. Period. A relatively HUGE percentage of gaming systems at the time had Voodoo3 in them. Even more people had the stunningly successful Voodoo2. Why not make the game for GLide? |
it290 | May 2, 2004 | |||
Because proprietary APIs suck, especially if they're hardware-specific. |
ExCyber | May 2, 2004 | |||
[cue OpenGL vs. DirectX flamefest] |
Alexvrb | May 3, 2004 | ||||
No no no... Let's not do that. Why not talk about ATI's new chips? I hear they bumped the speed up a bit after seeing tests of the 6800 Ultra. |
Tagrineth | May 4, 2004 | ||||
When you get right down to it... (not bashing here!) DirectX technically isn't even an API because it only applies to Windows. Where's my DirectX API for Solaris? |
ExCyber | May 4, 2004 | |||||||
Being platform-specific doesn't make something not an API. All that is really necessary for something to be called an API is that it embody a well-defined source level interface between applications and some collection of functions that is independent of the implementation of those functions. The DirectX APIs do this, even if they're only officially implemented on Windows operating systems. I suppose you could argue, however, that since they depend heavily on Win32 functions and data types, it would be more appropriate to say that they are extensions to Win32 rather than being APIs themselves. Is that what you meant to begin with?
Try here.... :devil |
it290 | May 4, 2004 | |||
Agreed. But I don't know if wine runs on Solaris. |
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