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Joca o Matrox-u

Mare

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Name: John Carmack
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June 25, 2002
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The Matrox Parhelia Report:


The executive summary is that the Parhelia will run Doom, but it is not performance competitive with Nvidia or ATI.


Driver issue remain, so it is not perfect yet, but I am confident that Matrox will resolve them.


The performance was really disappointing for the first 256 bit DDR card. I tried to set up a "poster child" case that would stress the memory subsystem above and beyond any driver or triangle level inefficiencies, but I was unable to get it to ever approach the performance of a GF4.


The basic hardware support is good, with fragment flexibility better than GF4 (but not as good as ATI 8500), but it just doesn't keep up in raw performance. With a die shrink, this chip could probably be a contender, but there are probably going to be other chips out by then that will completely eclipse this generation of products.


None of the special features will be really useful for Doom:


The 10 bit color framebuffer is nice, but Doom needs more than 2 bits of destination alpha when a card only has four texture units, so we can't use it.


Anti aliasing features are nice, but it isn't all that fast in minimum feature mode, so nobody is going to be turning on AA. The same goes for "surround gaming". While the framerate wouldn't be 1/3 the base, it would stillprobably be cut in half.


Displacement mapping. Sigh. I am disappointed that the industry is still pursuing any quad based approaches. Haven't we learned from the stellar success of 3DO, Saturn, and NV1 that quads really suck? In any case, we can't use any geometry amplification scheme (including ATI's truform) in conjunction with stencil shadow volumes.
 
Thanx Mare...

Joca ne voli quad mapping, to je jasno kada je ispljuvao i nVidia curvature sistem *onaj koji prevodi vertices u matematicke formule//* i nVidia se nije smarala da ih preterano razvija u drajverima, posle toga.. npatches by ATI, aka Truform, takodje nije upotrebljiv u novim Shader engineima.. UT2003 i DoomIII... Stavise , nije mi radio ni u RTCW..

Isto tako. moze se reci da je sasvim realan.. Matrox nije bio niti ce biti igracka karta...
 
Maxo,imas domaci zadatak,kad dobijes kartu na testiranje,cimni nekoga ko se bavi 3dmax-om,pa napravite i tu neki test.Zivo me zanima kako ce se ponasati u OGL.
 
Ima nade ...

John Carmack has posted an update to his recent ponderings on Matrox and the Parhelia in particular.
Name: John Carmack
Email:
Description: Programmer
Project:
Last Updated: 06/27/2002 21:18:25 (Central Standard Time)
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June 27, 2002
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More graphics card notes:

I need to apologize to Matrox -- their implementation of hardware displacement mapping is NOT quad based. I was thinking about a certain other companies proposed approach. Matrox's implementation actually looks quite good, so even
if we don't use it because of the geometry amplification issues, I think it will serve the noble purpose of killing dead any proposal to implement a quad based solution.
Parhelije ipak nije za bacanje. :) ;)
 
Shta je bilo, nema komentara? :)
 
magick je napisao(la):
Shta je bilo, nema komentara? :)

Mislim da si ih sve unistio svojim "update-om"... :D
 
Aj priznaj da si sam smislio "jocino izvinjenje" ! :D

Nesh: Nebrini za test, vec spremam gomilu nV optimizovanih scena za 3ds max sa jedinstvenom namerom da pokopam Parheliju, kao jedan zlonamerni nVidijot :D !
 
MAD_MUzzY je napisao(la):
Aj priznaj da si sam smislio "jocino izvinjenje" ! :D

Nesh: Nebrini za test, vec spremam gomilu nV optimizovanih scena za 3ds max sa jedinstvenom namerom da pokopam Parheliju, kao jedan zlonamerni nVidijot :D !

Now yar talkin'!

PS. Live radi sa UT2003, samo treba instalirati OpenAL drajvere by Creative koji se i dobijaju uz igru... :)
 
MAD_MUzzY je napisao(la):
Aj priznaj da si sam smislio "jocino izvinjenje" ! :D
Ma jok, zvao sam ga i objasnio mu par stvari posle chega se sam izvinio. ;)
Nesh: Nebrini za test, vec spremam gomilu nV optimizovanih scena za 3ds max sa jedinstvenom namerom da pokopam Parheliju, kao jedan zlonamerni nVidijot :D !
Bice to mnogo teze nego shto mozesh da zamislish, no sve u svoje vreme. ;)
 
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