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| General Graphics ATI centered discussions do not belong in here. Discussion forum for graphics hardware provided by NVIDIA, Matrox, S3, Intel and anyone else who isn't ATI in this forum. |
| View Poll Results: Will Eidos patch Batman:AA to allow ATI cards to use in-game AA? | |||
| Yes, they will and it will be lovely! |
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12 | 52.17% |
| No, technical difficulties :sadpanda: |
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5 | 21.74% |
| No, "technical difficulties" - see my post |
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6 | 26.09% |
| Voters: 23. You may not vote on this poll | |||
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#181 | Advertisement (Guests Only)
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The Big One!!!
Join Date: Dec 2007
Location:
Bavaria
Posts: 1,730
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Quote:
Edit: Here is a link to them harming the gamer. http://www.rage3d.com/board/showthread.php?t=33955180 There is no way to spin this other than to say that they are screwing a company that has made a better way to use multiple video cards. As for me, I want to be able to use the fastest method to connect the cards, to hell with Nv's profit. Last edited by Corum Jhaelen Irsei : Nov 5, 2009 at 08:31 AM. Reason: clarity |
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#182 | |
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Newbie
Join Date: Nov 2009
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#183 |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 8,987
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Remorse? Oh, the gaming gods. One must remorse to buy a nvidia GPU! ![]()
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Really enjoy 3d gaming flexibility; a gamer's best friend! |
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#184 | |
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Did someone say, RGSSAA?
Join Date: May 2001
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Posts: 8,987
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Quote:
In that thread you're offering -- look down and there is a response from CJ -- a manager from MSI.
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Really enjoy 3d gaming flexibility; a gamer's best friend! Last edited by SIrPauly : Nov 5, 2009 at 09:09 AM. |
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#185 | |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 8,987
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Quote:
This way you could still make nVidia look bad -- show them how it was a low blow but was a bigger person by spending resources for their customer base - by getting the job done -- instead of bitching about how bad nVidia is. So nVidia may be a bully -- you don't go wining to the principle. Beat the bully by doing more and offering more than what the bully can. By solving the problem instead of bitching about it -- would be a huge positive step in the right direction for perception.
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Really enjoy 3d gaming flexibility; a gamer's best friend! |
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#186 |
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The Big One!!!
Join Date: Dec 2007
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I suspect you are wrong about him being a manager. If he were, he would not be posting like that. I think we can disregard his post, until someone from either MSI or Nv release a press statement, it looks like Charlie is right. Hell if he works for MSI, he would know if Charlie is right about th VGA stuff. |
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#187 | |
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The Big One!!!
Join Date: Dec 2007
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The last part really pisses me off about your post. You have been reading this, you know that ATi did solve the problem, then had their solution thrown back in their face. What do you do than, when the bully owns the teachers? Last edited by Corum Jhaelen Irsei : Nov 5, 2009 at 09:09 AM. |
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#188 | |||
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RIP Dad 4/2/48-4/7/09
Join Date: Oct 2003
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So Batman performs less than optimally on AMD cards because the 'nVidia IP' MSAA implementation (which is perfectly standard, and is how both companies recommend it be implemented) is half-performed on AMD card- they are just locked out of the render path to actually apply it. The nVidia implementation of MSAA in Batman Arkham Asylum forces AMD cards to perform the first part of the calculations, which are never used and the result never shown (MSAA). Wouldn't it have been better to stop the code execution before the first path? Why position the vendor lock out after beginning code execution of implementing MSAA? I'm willing to concede there might be a valid technical reason that all cards, no matter of final render path, need to execute the nVidia MSAA alpha operations.... but that's really suspicious.
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#189 |
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Except that ATI only found out they were expected to do this after the game was released, by which point it was kinda late. Until then, Eidos strung them along with a bunch of promises that were never met. Have you read the BSN report? Aside from anything else, it makes it clear that the NVidia statement was a bunch of lying lies - contrary to NVidia's statement, ATI was quite happy to QA the code in question during the development process and contribute back, except for the small issue of it refusing to run on their hardware. |
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#190 | |
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Did someone say, RGSSAA?
Join Date: May 2001
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I agree with Kombatant: http://www.rage3d.com/board/showpost...7&postcount=91
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Really enjoy 3d gaming flexibility; a gamer's best friend! Last edited by SIrPauly : Nov 5, 2009 at 09:20 AM. |
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#191 | |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
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Posts: 8,987
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Quote:
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#192 | ||
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Rage3D Veteran
Join Date: Jul 2005
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NY, NY
Posts: 4,585
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#193 |
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Join Date: Nov 2009
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They found out about the vendor lock in August and were told it would be removed. They only discovered that wasn't true at around the same time as the rest of us did - and the same with finding out they were suddenly expected to provide their own AA implementation. Reading between the lines, NVidia may have pulled a bit of a con on Eidos. |
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#194 | |
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The Big One!!!
Join Date: Dec 2007
Location:
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Posts: 1,730
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Your veracity is, as always suspect. How do you know Charlie is wrong? Because some random forum rat said so? That's not going to cut it. We don't need your "understanding" There are facts that are not in dispute, and they don't match your "understanding" ATi did make code, but were not allowed to use it because Edios had a better deal from their "partner" (pay off). |
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#195 | |
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Did someone say, RGSSAA?
Join Date: May 2001
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Posts: 8,987
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Quote:
That data would be welcomed but the Eidos data in the PC perspective piece clearly offers the ATI was offered the same opportunity to add in-game AA and mentioned sending an engineer in house. This would be kind of insane resources to spend on a nVidia sponsored title considering ATI is probably using their resources to evangelize DirectX 11. I can understand both parties. nvidia trying to do what is best for their customers and may go too far with leverage and being a bully. It's their investments and code work -- doesn't matter if one agrees or not -- it is what it is. I can understand ATI's point as well. Still lean with ATI and would like to see nVidia bend on this one -- as one may like to see ATI more pro-active -- one may like to see these kinds of things go away on something like in-game AA in this example. Hopefully the two companies can improve on their developer relations moving forward from this episode.
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#196 | |
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Rage3D Veteran
Join Date: Jul 2005
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Posts: 4,585
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How do I know, ask MSI directly, ask CJ, or even better, Ask Charlie for his sources, he has pretty much has none or they are just not capable at what they do at thier jobs, you should see how he gets berated at B3D when he posts there to support his articles, they have very little facts, most of them are based on hypothesis based on poor knowledge of the industry. Keep reading the emails back and forth nV, did give permission to Eidos, Eidos inturn asked ATi dev rel to send them code, which they haven't. Not only that, the emails were pretty specific what Eidos was able to give to ATi and what they weren't. If you were to lets say create some software and you had ownership of that IP, would you just give it out to anyone who asks? I wouldn't it. Now on nV's side if you were to create hardware and then software that runs on top of that, why spend your time, your resources to insure the software runs on your hardware, and then test on another competitor's hardware? If you were forced which is what AMD/Ati wants nV to do that, guess what that isn't capitalism anymore. Its closer to Marxism, or Communism because now nV is sharing its wealth to help out a company that isn't capable or doesn't want to do its own work for what ever reason. This whole problem comes down to $$$$$$$$$$$$$$$$$$$$$$$ who has it who doesn't, who is willing to spend it, who isn't.
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Last edited by razor1 : Nov 5, 2009 at 09:50 AM. |
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#197 |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 8,987
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There is some discussions about licenses and the need to send an engineer in house at the developers to do the work. So for ATI to code an in-game AA for this title -- ATI had to do the work in house at the developer to work around the license agreements? Is this accurate? It seems to make some sense why it would be easier just to have the lock out pulled away from ATI's point-of-view and just use nVidia code.
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#198 | |
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Did someone say, RGSSAA?
Join Date: May 2001
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http://forum.beyond3d.com/showpost.p...postcount=1116 Quote:
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#199 | |
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RIP Dad 4/2/48-4/7/09
Join Date: Oct 2003
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posts moved to new thread on b3d - http://forum.beyond3d.com/showpost.p...&postcount=458
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#200 |
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Did someone say, RGSSAA?
Join Date: May 2001
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Posts: 8,987
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I think most of this is semantic: Eidos has control of the AA -- it is their title and using an engine that is licensed. Imho, Eidos wasn't going to offer AA for the PC port, from my understanding, and allowed nVidia to code for their customer base -- this specific in-game AA coding belongs to nVidia -- but Eidos still controls AA, and it may be allowed, meaning AMD would have to code for it themselves --and have to do the same thing nVidia did -- so all the parties may be satisfied. AMD didn't desire to do it the same way nVidia did -- because the code would be very similar anyway and probably would have to send engineers to the developer because of license agreements -- which in turn would of been a heavier expense and AMD is evangelizing DirectX 11. So, Amd tried to work around the lock out and try to use nVidia's code - or offer an AA solution using the current code , but the developer will not allow it because it is nVidia's IP - and probably need nVidias go ahead.
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Really enjoy 3d gaming flexibility; a gamer's best friend! Last edited by SIrPauly : Nov 5, 2009 at 12:18 PM. |
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#201 | |
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RIP Dad 4/2/48-4/7/09
Join Date: Oct 2003
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@ SirPauly: Your statements indicate you haven't read the BSN article fully. The AA implementation from nVidia is standard code. This is good, btw. It is the same in design as AMD would offer. The vendor lock out is not for the whole nV supplied code. There is a performance penalty for ATi cards because the alpha operations code still runs on the ATi card, the resolve path doesn't. So the ATi card does half the work and no result. The vendor ID might be legally enforcable, but is it the best thing for the game, and for consumers? This is debatable, but my opinion is no. What are AMD's options here? To provide code thats already included in the game? To provide an in-game option that can be provided by their own management tool? Both seem to be lacking significant returns for the time and money invested, especially as they were asking to address this issue before the game was released (see time line in BSN article). nVidia could be getting major props from the community by 'magnanimously' allowing their AA implementation code to be used by ATi cards. They are choosing to protect their brand instead. This is detrimental to non-nVidia customers. Why should nVidia care about non-nVidia customers? Because one day they might want them to become nVidia customers, and this might leave a bad taste in their mouth. Eidos should not have signed whatever agreement they did to include nVidia exclusive functions, if they wanted the best experience for all gamers. Obviously this title was aimed at nVidia customers, once the GPU accelerated only PhysX features were included, why not also lock out AA? It's not like ATi customers are getting the full game anyway, does it matter? AMD have a genuine beef here with the performanc penalty. For the rest, they are demonstrating nVidia's focus on their gaming customers. To some this will be seen as being at the expense of all gamers, and potential customers. It's possible that some will only buy nVidia hardware from now on. It's possible that some will refuse to. This polarization is bad for the industry as it creates shcisms and shrinks markets, capping growth for all involved. nVidia and Eidos have picked a poor road to travel down, and are making decisions based on cross-licensing and revenue bottom lines instead of consumer experience and value. This is a perfectly acceptable business practice, but if you have the choice to use a solution that doesn't restrict your market (especially in Eidos' case) why not go the most open way? Become a leader and driving force and the mind-share and goodwill will repay itself in sales.
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#202 | |
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Rage3D Veteran
Join Date: May 2004
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#203 | |
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ATI Radeon 4850
Join Date: Jun 2004
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#204 | |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 8,987
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Quote:
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#205 | |
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RIP Dad 4/2/48-4/7/09
Join Date: Oct 2003
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absolutely. In general terms ATI's dev rel is not as good as it needs to be; they need to invest more engineer time and money in reaching out to the community (people like Ray Adams, projects like F@H) and in engaging with software developers (providing solutions for including features like Physics via DirectCompute or OpenCL) as well as cross promoting.IMO they are edging in the right direction but very slowly, and I understand that they are resource constrained, too. In this particular instance, I think it was never going to be something ATi got involved in - Eidos used UE3 and that comes with an inherent slant towards nVidia (physX support). In general terms, there's lots more AMD can be accused of not doing. In this specific case it's hard to see where the foul is on their part - they were locked out without prior negotiation and put at a performance penalty for arbitrary reasons.
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#206 |
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Radeon HD 4850
Join Date: Sep 2003
Posts: 206
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And AMD need to get on the ball a bit more with UE3 and working with Epic simply because UE3 just went "free" for anyone to use for games (well, it has costs later depending on usage and sales but still), something which has peaked the intrest of ALOT of developers (myself included who is current a HD5870 owner) and will probably lead to a rise in UE powered games. |
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#207 | ||
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RIP Dad 4/2/48-4/7/09
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Quote:
http://www.udk.com/licensing.html But yes, there is an opportunity here.
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#208 |
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Radeon HD 4850
Join Date: Sep 2003
Posts: 206
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