3D Tech discussion

Ichneumon

Lord of the Flies
Staff member
Administrator
This forum is all about discussing new technologies and theories about 3D Graphics. This is not limited to any manufacturers products or technologies, so let yourselves go wild. :)
 
Well, since someone with an unfair advantage *ahem* took away all opportunities to be first poster, I guess I'll be second.
 
demalion said:
Well, since someone with an unfair advantage *ahem* took away all opportunities to be first poster, I guess I'll be second.

I wanted to be first, but Ichy said not a chance in hell heh
 
I love it!!!
This may become one of my favorite spots now on the web. Hopefully it will be a neutral group where positives and negatives of any design is discussed to the best of our abilities. Plus it should keep some of the other forums more to their respective purpose :D.
 
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


Crytek delivered... But Matrox didn't. :(

Still $400 for a Parhelia.. wtf are they thinking?
 
Crawdaddy79 said:
Crytek delivered... But Matrox didn't. :(

Still $400 for a Parhelia.. wtf are they thinking?
ps 1.3 and vs 2.0. What an idiotic combination :nuts:. 4x4 pixel-pipeline architecture :hmm:.
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.

edit: 16xAA ??? :eek: I'm sure it doesn't have the proper fillrate to do this.
 
Last edited:
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.

I'm pretty sure NV40 has that ability via Vertex Shader 3.0.

CactusClown said:
edit: 16xAA ??? :eek: I'm sure it doesn't have the proper fillrate to do this.

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.
 
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.
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 :confused: ).
 
Well, multi-sampling in general works on a similar premise (i.e. only sampling the edges of polygons, but the implementation is different.
 
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