GreasedNeut
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- Jun 3, 2004
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It seems impossible too find them in stock, under 700 bucks, anyone find one for 600 bucks or less?
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blahblahblah said:I think it is safe to say that your opinion is sufficiently biased.
blahblahblah said:I think you are more biased then me. If you think the 6800's walk all over the X800's you have some sort of mental condition.
- Nvidia actively encourages developers to use FP 16 for performance reasons.
I hate to see what happens to 6800 performance when FP 16 stops becoming a viable option. ATI uses FP 24.
- 6800 series audio/video encode/decode has horrible performance. Who knows how much hardware acceleration will help.
- Full trilinear means nothing unless you like your FPS to drop. Unless you are comparing specific screenshot side by side, you can not tell the difference between full trilinear and ATI's "bilinear."
- 8X AA requries a massive performance loss. I'm willing to bet that you can only enable 8X AA on older games without having severe frame rate problems.
- HDR. Let me know when Far Cry has it in. That will be the only game so far that will have OpenEXR HDR.
- You conviently pointed out Nvidia created SM 3.0 Far Cry benchmarks. Maybe you should take a look with the Far Cry with SM 2.0b and Cat 4.8's. Massive performance increase.
- Faster brilinear you say? What are they sacrificing, image quality?
- 16 pipelines does not equate to faster performance. In order to fully utilize 16 pipelines, you must turn up the resolution to 1600 by 1200.
- ATI is rewriting its OpenGL driver.
- If you call SM 2.0B crippled you have some problems.
Current games won't use half the featues of SM 3.0 because of performance problems. Crytek stayed away from dynamic flow control because of performance issues.
- DXT 5 is horrible for normal map compression. 3Dc is an open standard and provides excellent normal map compression.
[Edit]: Forgot to mention temporal AA.
Robert Duffy .plan update said:One thing of note on the normal map compression is that generally speaking if you DXT a normal map you get really crappy results. NVIDIA hardware supports palettized compression which yields good compression and normal maps retain hard and round edges really well. Unfortunately this compression does a poor job in other cases and you end up getting splotchy areas.
blahblahblah said:Don't feel like going back and forth.
But you are confused on your normal map compression.
Asus said:Wait wait...you praise Nvidia's 16bit precision yet scorn ATI's 24bit precision when the DX9 standard has 24bit has min.? I know that was extreme wording but hey.
There is a world of difference between 16 and 24 and not much when going to 32bit.
Developers will not create games that have artifacts when using 24bit precision.
Funny, I can really tell the difference between Nvidia's optimizations and ATI's.
ATI's doesn't look any different than with Nvidia's disabled though. That's ingame playing the game, not SS.
GreasedNeut said:ok...ive decided to get a 6800GT where the hell can i find one reasonably priced, in stock!?