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Top | #1 |
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Extinction Agenda
Joined: April 2002
Location: New York
Posts: 972
Reputation: 294
Power: 135 |
. Alright I need to know when are these cards going to drop? Ill order right from the fabrication plant if I have to .Will 512 just be for PCI exp or will agp also have it? |
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Top | #2 |
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OSNN Senior Addict
Joined: July 2002
Location: Aberdeen, Scotland
Posts: 266
Reputation: 10
Power: 123 |
As far as I know the only availible 512mb cards are developer ones at the moment. With Doom 3 coming out though you'll soon see Nv and ATI making them for home users too. They'll be bloody pricy though (as if graphics cards ain't already).
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Top | #3 |
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Extinction Agenda
Joined: April 2002
Location: New York
Posts: 972
Reputation: 294
Power: 135 |
Doom 3 is 3 days from now they need to release these things already. They used a ATI Radeon X800XT-PE at 1600x1200 to test High and Ultra Quality settings.
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Top | #4 |
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OSNN Senior Addict
Joined: January 2004
Posts: 414
Reputation: 160
Power: 107 |
I always thought the amount of memory for a graphics card was redundant, since not many games are capable of utilising so much bandwith. Still hard to believe that Doom will really require some hefty hardware to run at max settings
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Top | #5 |
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Extinction Agenda
Joined: April 2002
Location: New York
Posts: 972
Reputation: 294
Power: 135 |
The Ram is a key ingredient to push those textures. Having more Ram is never ...redundant.
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Top | #6 |
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Thief IV
Joined: May 2003
Location: Pacific Northwest
Posts: 3,038
Reputation: 1647
Power: 156 |
3dLabs is the only company that has 512 MB cards available.
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Top | #7 |
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OSNN Addict
Joined: July 2004
Posts: 81
Reputation: 0
Power: 97 |
dunno, but with pci-x, woulnt the card be able to access the system memory faster (for texture, when it runs outta onboard memory) so it would hardly matter? or maybe it will still be slow as heck using system memory...
seeing as how 256 hardly matters as of now, even on high-end cards (as seen in 9800pro->xt (128mb) mod VS 9800xt (256mb) or 5900 (xt / ultra / le / se / etc) clocked at 5950 (128mb) VS 5950 ultra (256mb) -- hardly any difference... --- I dont know if 512 is worth the cost to end users.. bleh. |
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Top | #8 |
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F@H - Is it in you?
Joined: April 2002
Location: Between Austin and Tampa
Posts: 14,888
Reputation: 4110
Power: 313 |
the game is capped ingame @ 60fps...
there is no discernible difference between ultra nad high quality modes... just a small amount of texture sharpness... most of the non-character models are not affected... same with medium and low... the higher the mem the smoother stuff will run with more character detail/shadow the shadows are the single most demanding thing in doom3... pretty much every single shadow is dynamic and does take a toll on the card... I have a few numbers that hopefully will be posted soon showing relative performance on my system vis-a-vis doom 3... for me the game is completely playable @ 1280x1024 at high settings... |
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Top | #9 |
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NTFS Stoner
Joined: March 2002
Location: the year 2525
Posts: 2,781
Reputation: 350
Power: 155 |
Originally Posted by Unwonted
and it probably wont play doom 3..
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Top | #10 |
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F@H - Is it in you?
Joined: April 2002
Location: Between Austin and Tampa
Posts: 14,888
Reputation: 4110
Power: 313 |
doom3 is effectively a dx7 level game... dx8 support does not mean much therefore... there are a coupla advanced lighting shaders and the like which make doom3 more complex/advanced than most dx8 level games but it should run just fine on most cards of a gf3 level and above (things powerful enough to handle the calculations for the shadows)
but as I said it does not appear that higher settings make the game look any better... if you want to make the game run faster... turn off the shadows
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Top | #11 |
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No lover of dogma
Joined: June 2004
Location: 439 East District, Mount Paozu
Posts: 1,980
Reputation: 700
Power: 123 |
Originally Posted by Sazar
BTW, you might want to check that again. Shaders were not introduced until Direct X 8. The DX 7 T&L was the hardware T&L unit which was present in the GeForce 256 and GeForce 2 GTS...
Course the point is mote anyhow, as it's a OGL game... Edit: Little info http://www.cfxweb.net/modules.php?na...ticle&sid=1305
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Top | #12 |
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F@H - Is it in you?
Joined: April 2002
Location: Between Austin and Tampa
Posts: 14,888
Reputation: 4110
Power: 313 |
Originally Posted by Son Goku
that is precisely why I said it was effectively a dx7 level tech.. most of the tech in doom3 is of a dx7 level... its an OGL game remember and thats how to correlate relevant tech...
the shaders for the game are probably comparable with some dx9 shaders... i just don't think saying ps 1.1 or 1.3 or 1.4 really says much when talking about doom3... the specular and bump-mapping effects look akin to dx9 effects from far cry... |
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Top | #13 |
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No lover of dogma
Joined: June 2004
Location: 439 East District, Mount Paozu
Posts: 1,980
Reputation: 700
Power: 123 |
Originally Posted by Sazar
Actually, Pixel Shaders didn't exist at all in Direct X 7... Pixel Shader 1.0 was introduced in Direct X 8.0 As I remember, and I could look this up, Direct X 7.0 only had the hardware T&L unit (aka games like MDK2 and what not used this, though there weren't many). The GeForce 3 included the hardware T&L unit for backward compatibility, but the Geforce 3 was a Direct X 8, not a DX 7 card... The GeForce 256 was a DX 7 card...
Because if it uses shaders, and DX 8 was the very first version of Direct X to introduce shaders...to be equivalent to DX 7 level tech, wouldn't it be using the hardware T&L unit that existed on the GeForce 256, or be doing functions that the hard wired T&L unit, aka pre-GeForce 3 could provide?
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Top | #14 |
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F@H - Is it in you?
Joined: April 2002
Location: Between Austin and Tampa
Posts: 14,888
Reputation: 4110
Power: 313 |
Originally Posted by Son Goku
songoku... what are you trying to say that I have not already said?
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Top | #15 |
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No lover of dogma
Joined: June 2004
Location: 439 East District, Mount Paozu
Posts: 1,980
Reputation: 700
Power: 123 |
Umm, it seems, from your description that you might not exactly have a fact or 2 straight
It looks as if you're thinking that either the GeForce 3 is a Direct X 7 card (it is not), or that pixel shaders existed in Direct X 7...they had not.If you said that Doom 3 was the equivalent of a DX 8 game, I would not be scratching my head... DX 7 level tech would be the fixed function T&L unit which existed in the GeForce 256...before shaders (aka programable T&L) came to be... |
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Top | #16 |
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F@H - Is it in you?
Joined: April 2002
Location: Between Austin and Tampa
Posts: 14,888
Reputation: 4110
Power: 313 |
no... i very clearly stated that the doom3 engine is basically a dx7 level tech...
I very clearly stated that the engine employs a coupla shaders which are of a similar quality to a dx8+ level... I very clearly stated if you are playing on a gf3 and above you should be fine to play the game... I did not imply that a gf3 was dx7... i did not imply that shaders were part of the spec in dx7... and I have not discussed the machitecture of video cards in this thread... |
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Top | #17 |
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No lover of dogma
Joined: June 2004
Location: 439 East District, Mount Paozu
Posts: 1,980
Reputation: 700
Power: 123 |
Originally Posted by Sazar
But then the game shouldn't use shaders... Shaders are DX8 level tech. PS 1.1, 1.2, etc has nothing to do with it. That they're used does... And if one is saying they're used, but implies this is DX 7 level tech, well, hmm... If shader support is required of the hardware, that for me would be the demarcation point between DX7 level and DX8 level tech
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A DX 7 level game was MDK 2, and it ran on a GeForce 256. I would contend that a DX7 level game should not require a GF3, except perhaps for a performance boost, but should be perfectly capable of being run on a GeForce 2 GTS, albeit perhaps very slowly. To be the equivalent of a DX7 game, it should not require hardware that a DX8 level card can only supply...Ah well, considering it's a OGL game anyway...the point perhaps is a bit mote. I consider you a friend, so I'd rather not argue with you openly as such. Just thought I'd point something out, is all...
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Top | #18 |
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Dabba Dooba
Joined: July 2002
Location: Muskegon, Michigan
Posts: 6,344
Reputation: 1590
Power: 198 |
burn!! or not? i thought sazar just posted and when i posted it was gone or maybe i am just wiggin out?
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Top | #19 |
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F@H - Is it in you?
Joined: April 2002
Location: Between Austin and Tampa
Posts: 14,888
Reputation: 4110
Power: 313 |
Originally Posted by Son Goku
you are mistaking correlation with what the doom3 engine actually contains...
saying something is analogous to something else does not mean that it has to have the exact same components... only that the relative technology is on par... the engine itself is generally @ a tech level of directx 7... the shaders that are present for shadowing/lighting and for bump-mapping and the like basically push beyond that envelope... the fact that gun-metal has a coupla extra long shaders does not imply it is a dx9 benchmark... but rather it is effectively a dx8 benchmark with a coupla extra long shaders... see my point?
the gf4mx series and ati 7500 series can be said to SUPPORT directx 8... that "support" does not convert to real-world application however? this is why I said dx8 support does not matter much... hope this part is clearer...
it IS an OGL game and that in itself should have rendered the last 3-4 posts we have had completely irrelevant... |
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Top | #20 |
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Extinction Agenda
Joined: April 2002
Location: New York
Posts: 972
Reputation: 294
Power: 135 |
Well this answered my question although its filled with much tech love.
and well
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