ATI vs. NVIDIA: The Next Generation
doppler writes: "There's a killer graphics card round-up at TR today that compares the new GeForce4 and Radeon 8500 128MB cards against each other in extensive testing. Very good stuff. Most interesting: a visual representation of a texture upload problem in OpenGL on the Radeon 8500 chip."
Try and find a Voodoo 4 or 5. They've got decent (Geforce 2ish) 3d capabilities, will work at 66Mhz in a PCI slot that supports it, and have quite decent linux drivers.
They're also dirt cheap on ebay, as WinXP and MacOSX don't support Voodoo cards, and people are selling them off for better cards.
You may also look for Mac cards - for the longest time, there was no AGP slot on the Mac, and I think you can get a Radeon PCI with mac roms. Flash it to be x86 compatible, and there you.
BBK
So maybe they are just missing a link to:
http://www.ati.com/support/faq/linux.html
I have 2 computers at home, one with a nVidia TNT2 card and the other with an ATI Rage Pro 128, and I can tell you, I'm much happier with the ATI one (the nVidia one sometimes freezes the whole system, for instance).
The overall situation (If I'm not wrong) is that even though nVidia provides the drivers (and even the source), they don't disclose technical information about the cards, while ATI does the opposite.
I agree.
> Texture size is REALLY not a problem.
It IS when your PC game is being ported to consoles and you ONLY have ~ 2.5 Megs of VRAM say like on a PS2 ! (Yes the PS2 has 4 Megs of VRAM, but you need space for the framebuffer and zbuffer.)
Now consoles make up for the lack of video memory by having a high bandwidth (i.e. PS2 can DMA ~20 Megs of Textures per frame) but I'd rather upload my textures ONCE, not every bloody frame. Yes, you be more efficient at texture uploads (draw the last model from the last frame, first this new frame, etc) but you're still tying up the BUS.
> The ONLY way to get good texturing done is to DISPENSE with the concept of textures all together.
I don't compeletely agree, but you raise an interesting point, because of the fact that textures are a form of (color) compression. If we take this to its logical conclusion we should be able to have a triangle PER pixel, and that would negate the need for textures. Unfortunately that has its own problems -- there's no way we can send a million vertices across because we'd saturate the bus! Doh! (Give a reward to the person in the back who said, well let's move to paramateric surfaces then!)
In the "Real World" (TM) we have a *unique* texture per pixel (ala ray tracing) however we don't have the memory to store that, unless we calculate them parametricaly. Sure we can get nice "marble" ala Perlin Noise, but it's going to be a while before we can mathmatically generate EVERY texture !
> But why do games look better you ask?
> Mostly because video cards have any number of fancy TnL units that can independently create some rather nifty effects while working AROUND or OUTSIDE of the plain old texturing model.
You'd be amazed at what multitexturing and multipass render does. Even a simple repeatable base texture with a "random" noise texture overlaid with a bump-map, looks OK.
> The color is an INTEGRAL PART of what an object is. You cannot separate the two.
You *can* get away with this, but you have to be aware of the tradeoffs. One common "solution" is to crank up the bit-depth.
i.e. If you use 16-bit color channels ala 64 bits per pixel, then you don't have to throw out your whole rendering functionality -- you just extend it. Not a perfect solution by any means, but "its good enough."
Take a look at "Titanic" The ship was rendered via tradional textures, and it looks pretty good. The hard part is getting that quality in real-time with so little memory ;-)
Cheers
--
"The issue today is the same as it has been throughout all history, whether man shall be allowed to govern himself or be ruled by a small elite." - Thomas Jefferson