superfly: dunno how I missed your post.. let's continue.
yeah, just like I knew defrag wasn't a game. I was using it to make the point that different programs stress different parts of the system. I still maintain that the current bottleneck for 3d-gaming is the video memory bandwidth (man I'm getting tired of typing that) because, while you can configure quake3 so it's no longer the bottleneck, no one actually plays it like that.
Tell me, what do you think would look nicer, a game running at 640x480x16 with 80k polys per frame, or a game running at the same framerate at 1024x768x32 with FSAA but with only 20k polys per frame? Choose your bottleneck.
You're right, but, as the p4 benchmarks show, current systems aren't using up all the available bandwidth either.
It seems to me that you're trying to say that when developers start making games designed for systems that have p4 bandwidth or higher, pc133 systems will be bandwidth limited. Well, gee, thanks for pointing that one out, I sure hope that I've upgraded a little by the time p4s are the minimum requirement for games.
I still don't see how you can insist that we're currently bandwith limited.
<font face="Verdana, Arial, Helvetica" size="2">Originally posted by superfly:
Compiling a game and playing it,are two very different things,and you know it.
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Compiling a game and playing it,are two very different things,and you know it.
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The example i gave still applies,because while getting 100+fps in today's games is indeed overkill,the fact remains that we have cpu's that are already capable enough to play next generation games with 60/70/80 polys per frame,but not the bus to match.at least not until most people have systems wich no longer rely on standard sdram.
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The example i gave still applies,because while getting 100+fps in today's games is indeed overkill,the fact remains that we have cpu's that are already capable enough to play next generation games with 60/70/80 polys per frame,but not the bus to match.at least not until most people have systems wich no longer rely on standard sdram.
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Do you really think that of those 500 megs,developers will use it all up in vertex data???,there are other considerations like texture uploads,sound,AI,physics,gameplay,collision,clippi ng,etc..
All those nibble away at those 500 megs of bandwith which can't be completely dedicated to feed just the video card.
So real terms,you won't have much more than those 266 megs available for the video card anyways.</font>
Do you really think that of those 500 megs,developers will use it all up in vertex data???,there are other considerations like texture uploads,sound,AI,physics,gameplay,collision,clippi ng,etc..
All those nibble away at those 500 megs of bandwith which can't be completely dedicated to feed just the video card.
So real terms,you won't have much more than those 266 megs available for the video card anyways.</font>
It seems to me that you're trying to say that when developers start making games designed for systems that have p4 bandwidth or higher, pc133 systems will be bandwidth limited. Well, gee, thanks for pointing that one out, I sure hope that I've upgraded a little by the time p4s are the minimum requirement for games.
I still don't see how you can insist that we're currently bandwith limited.
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