<font face="Verdana, Arial, Helvetica" size="2">Originally posted by superfly:
The main reason why there is isn't a big difference in performance as you move up from agp 1x/2x,etc..,is because game developers WILLINGLY limit themselves in such a way as to make their games playable on the the average machine,and therefore affect potential sales,but the bottleneck exists none the less if you want much higher quality graphics which current T.l enabled cards and ghz+ cpu's are quite capable of.</font>
The main reason why there is isn't a big difference in performance as you move up from agp 1x/2x,etc..,is because game developers WILLINGLY limit themselves in such a way as to make their games playable on the the average machine,and therefore affect potential sales,but the bottleneck exists none the less if you want much higher quality graphics which current T.l enabled cards and ghz+ cpu's are quite capable of.</font>
Tell me again about the one where the developers limit themselves to speeds under 266 mb/s when they have over 1 gb/s of bandwidth because 1 gb/s isn't enough.
<font face="Verdana, Arial, Helvetica" size="2">But just like those two developers have mentioned bus limitations so have many other as well,like dave baranec,lead freespace 2 developer,who i personally had a talk with in the freespace 2 forums several months ago,regarding that very issue and he stated the exact same thing as the others.
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I did a little quick research on dave baranec. Here's what he said:
<font face="Verdana, Arial, Helvetica" size="2">Well, I came into Freespace 1 about halfway through the project. I did a little bit of everything on it, interface (esp multiplayer interface), some PXO work, main hall screen, the realtime voice system (network layer), and assorted misc items. On Fs2, I'm the lead programmer.</font>
Well, uhh :
<font face="Verdana, Arial, Helvetica" size="2">What improvements have been made to the Freespace engine in FS2?
Several things have been changed. We've revamped the core of the bitmap and texture manager so that everything internally to us is 16 bits. This keeps things nice and flat and easy to manage. It also speeds up interface screens considerably and makes texture uploads a wee bit faster. We've also shaken out a lot of D3D related bugs which were in FS1. Adding 32 bit support helped the nebula effect really sparkle (the alpha blending is so much nicer). And finally, we added the hardware fogging for the nebula effect</font>
Several things have been changed. We've revamped the core of the bitmap and texture manager so that everything internally to us is 16 bits. This keeps things nice and flat and easy to manage. It also speeds up interface screens considerably and makes texture uploads a wee bit faster. We've also shaken out a lot of D3D related bugs which were in FS1. Adding 32 bit support helped the nebula effect really sparkle (the alpha blending is so much nicer). And finally, we added the hardware fogging for the nebula effect</font>
<font face="Verdana, Arial, Helvetica" size="2">Even nvidia has stated that will carefull optimization using an engine that's built with the Geforce in mind(currently there are none btw)and assuming 60 fps(for smooth gameplay),regardless of resolution or color depth or depth complexity(overdraw),you'd be limited to 50.000 polys per frame max,and it isn't because it's pushing the t.l capabilities of the card,it's a bus speed limitation.
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<font face="Verdana, Arial, Helvetica" size="2">And you still ignored the fact that DX8 now has vertex compression routines built in.
Now if there's enough bandwith to go around,then why go to the trouble to develop it since it's only reason for existing is for bandwith savings,nothing more.</font>
Now if there's enough bandwith to go around,then why go to the trouble to develop it since it's only reason for existing is for bandwith savings,nothing more.</font>
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You mentioned that at 1024*768 resolution the performance of recent video cards starts leveling out because of insuficient bus bandwiths and i never disagreed with you on that point in the first place,push a card hard enough(resolution,color depth,depth complexity,etc..)and you'll reach the limits of any video card(for the time being anyways)in terms of either fill rate or local bus bandwith.</font>
You mentioned that at 1024*768 resolution the performance of recent video cards starts leveling out because of insuficient bus bandwiths and i never disagreed with you on that point in the first place,push a card hard enough(resolution,color depth,depth complexity,etc..)and you'll reach the limits of any video card(for the time being anyways)in terms of either fill rate or local bus bandwith.</font>
I can see how some video cards (older ones, mostly) can be fill-rate limited, but there's no extra geometry needed to build a scene at a higher resolution/colour depth, just a helluva lot more framebuffer/z-buffer bandwidth (did I mention the framebuffer and z-buffer are in video memory? probably).
[This message has been edited by Rob M. (edited 06 February 2001).]
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