demalion said:Well, since someone with an unfair advantage *ahem* took away all opportunities to be first poster, I guess I'll be second.
BlueWater said:Looks like the next generation of games will not need the pre=rendered cutscenes anymore... Definitely going to be alot more jobs for those with traditional painting backgrounds.
Crytek's on the move. No need for heavy wireframes anymore.
http://www.crytek.de/forum/posts.php?id=26&b=polybump&t=0&x=no&p=0
The new Matrox card looks like it totally obliterates the ti 4600.
http://www6.tomshardware.com/graphic/02q2/020514/parhelia-01.html
ps 1.3 and vs 2.0. What an idiotic combination . 4x4 pixel-pipeline architecture .Crawdaddy79 said:Crytek delivered... But Matrox didn't.
Still $400 for a Parhelia.. wtf are they thinking?
CactusClown said:Btw. does any other card support full, true hardware displacement mapping with geometry LOD? Well I guess even if the Parhelia supports it it's not used now.
CactusClown said:edit: 16xAA ??? I'm sure it doesn't have the proper fillrate to do this.
Doesn't ATI use something similar to reduce the bandwidth requirements of AA? This aproach only smoothes edges so the other parts of surfaces can still be aliased. I noticed it in some games with my 9600XT (or did I ).Hanners said:Matrox Parhelia did 16x FAA (Fragment Anti-Aliasing) - In other words, it attempted to calculate where the edges of polygons were and would only apply AA samples to those polygon edges. It was a buggy implementation and thus never worked particularly well, but was pretty cool nonetheless.