I haven't actually seen them (don't have the game) but that sounds like a texture seam error to me. (texture not being stretched properly) but it could be a glitch resulting from the AA workarounds that the game uses to avoid AA borking the shaders. If that is the case then expect a fix either...
I was just playing sof2 and I decided to take some time to look for the problem (especially the moire issues) I could not replicate any of them on any textures and did not see a single amount of flickering. (and I do know what the flickering looks like, I only see it when I have aniso opts on...
it sounds like we are seeing the downside to the 6xxx's angle dependent AF. If that is the source of the probem it is curous that we haven't seen it on ATI's hardware before as they have had angle dependent AF since the 8500.
I don't notice much shimmering, running 66.81 betas, though I have aniso opts off in most games, and tri opts off in those where I can take the perf hit and still max out settings. try turning opts off.
just because he can run it 24/7 doesn't mean he does. the top benchers, (macci, fugger, tom holck, oppainter, lardarse, etc) all are essentially making screamer runs. these machines are 3dmark stable long enough to get one run in. they aren't stable enough for day to day use, and you certainly...
Its not his, Its maccis. this is, as the inq has coined it, "Benchmarketeering" for ATI, just like his x800xt pe screamer runs on 03 and 01 back at the r420 launch.
<Caution this is just conjecture and I could be totally wrong>
I doubt the cell chip is too nifty given that big blue still uses the power architecture for all its big supercomputers. (It just took the world record w/ a machine with 1,600 power5+ chips, and the thing isn't even completed...
Worse, if it is water cooled, it is a bad idea to run it at temps that approach the boiling point of water. (boiling water in pipes -> high pressure steam -> ruptured WC system -> $3000 paperweight and a complete and total ass raping by apple tech support. (which, last time I experienced it (~3...
no, you miscomprehend, the reason that checking extensions isn't a very good way to check ogl compatabilty is that you have no clue whether or not that is done in hardware or software. I am not debating the value of the hardware or drivers, it is glview that I have a poor view of. Besides, if...
if it is anything like nv cards, it'll probably just spit error windows at you and scream low power, restricted usage, etc. IIRC you will also get VPU recovery errors, but as long as you don't stress it you shouldn't damage it, that doesn't mean I would advise it though. I would highly reccomend...
unless you are using a psu with a 24 pin mobo connector, you won't be getting all of that 75W of power, so in that case having the cable becomes very important for stable operation.
actually it is a combination of hardware and software, for example ATI's cards cannot do angle independent AF, that is hard wired into the chips. they also use less precision for AF calculations, that isn't changable. AFAIK nvidia's AA modes aren't programmable like ATI's are. (they can't change...
It was originally, but they kept on replacing parts of the engine until eventually nothing was left of the q3 engine (renderer was the last thing to go IIRC, physics and game code were the first)
ok, just so people understand this
x600 = 9600
x600pro = 9600pro
x600xt = 9600xt
they are identical in every respect except the x600s are PCI-e and the 9600s are AGP
the cores are otherwise identical, so it should perform the same as a 9600
it depends how much OC protection the new chipsets have and how well companies get around it. though 267FSB should be very attainable on the 925xe as it is designed to run at that speed.
Gainward and PNY both list 350W for their ultras
Gainward lists 350W for its GT
PNY lists 300W for its GT
BFG says 480W for the ultra, and 300W for the GT, My guess is that BFG never updated their site or packaging after Nvidia revised the specs
Hmm, I seem to recall an interview with someone at id (Might of been Tim Willits) in which when asked what Doom3 would do with water, he responded that there was no water stuff in the engine becuase it wasn't needed in Doom3, I'll try to find the interview.
uh, the corpses burn away because they are consumed by the fires of hell, and if they remained the performance hit would be too great. if you want ragdolls kill the zombies, they don't go up in a puff of smoke, and dismemberment, the models gib, you can shoot the brain out, that isn't good...
If you want a good example of HDR try RTHDRIBL, it uses render to texture and fp blending in PS 2.0, so it isn't a good performance indicator of future HDR (which will use SM3.0 and FP framebuffer blending for performance purposes) but it can give you a good idea of the IQ benefits of HDR. (it...
the overkill is lessened if you use that processing power to do some post processing and or resizing with ffdshow. (I believe it is threaded for SMP, if it isn't, then a dually would be overkill)
openexr and fp blending and framebuffer are not part of SM3.0 spec, it is simply a coincidence that they both happen to be on the same chip. ATI is not obligated to put them on a SM 3.0 chip, it just would be stupid of them not to.
I'd take the Ferrari, so don't generalize,
on topic, I don't think either side has reason to weep, as both companies latest cards seem to run the engine just fine with decent speed. any further speed increases are just icing on the cake
I thought that bump mapping simply altered the pixel coords of the relevant pixels and was independent of lighinting model, Apparently I was only part right, thanks for the great link. (Parralax mapping is much closer to what I was thinking of, just with texture coords)
in performance, probably, (cut the number of passes) but the quality won't improve unless they change the method of doing it, which would be much more work.
oh, HL2's HDR is definately nice when compared to no HDR, but it is still very much a compromise solution so as to allow it to perform well on first generation dx9 hardware. In many less extreme situations there would be little difference between HL2's HDR and an Openexr implementation, but in...
well, technically Nvidia already has a 512mb card out, its a quadro though. also I expect that both companies will come out with 512mb cards about the same time
the thing about HL2's HDR is that IIRC they are using tone mapped int blending because doing fp blending on hardware that doesn't support it in the framebufffer (all current hardware except the NV4x chips) incurs massive perf hits. (you have to render to texture and do the blend as a PS...