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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."

32 of 224 comments (clear)

  1. yes! yes! by Anonymous Coward · · Score: 3, Funny

    YES! Now I can have an expensive video card that I can use for displaying xterms, emacs, and mozilla. Where do I sign?

  2. ATI and drivers by NovaScorpio · · Score: 3, Interesting

    I have an original radeon - I've always felt that ATI makes crap drivers... Their chipsets, if you ask me, are on par with NVIDIA's, it's just that their driver support is crap... If only they actually let 3rd parties develop like they said they would...

    --
    --NovaScorpio
    Matt
    1. Re:ATI and drivers by dimator · · Score: 5, Insightful

      NVidia deserves a lot of credit -- especially from Linux folks -- for their top notch drivers. Installation is a snap (two tarballs, sudo make install), and once they're up and running, they're very stable and quick. And they're maintained. New versions are released fairly often, and the very latest cards are supported as well. I tried a radeon card once, but prompty returned it because there were no drivers, and only after a while did they finally appear.

      I've sent NVidia some mail stating that because of their support for my OS, I plan to continue buying their products. It's good to give them that kind of feedback, I think.

      --
      python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
    2. Re:ATI and drivers by realdpk · · Score: 4, Insightful

      Probably not a bad idea to register your hardware (with those mail-in cards they include in the box (if nVidia doesn't, forgive me for my mistake. :)), making sure to select Linux as your OS. That way the real number counters get the message. :)

    3. Re:ATI and drivers by xercist · · Score: 3, Insightful

      Personally I've become very frustrated with nVidia's linux drivers. They cause my machine to crash randomly. This is not just me, either. All of my friends who have nvidia cards under linux seem to experience the exact same problem. All my friends using different video cards are stable as hell. Coincidence?

      I'll give you that when the drivers work, they work quite well. They look good, and run fast. But part of the reason I started using linux in the first place was to avoid the constant rebooting that comes with the alternative. Being totally closed eliminates the possibility of someone else coming in and fixing the problem, so all I can do is wait and hope they fix it on their own....and so far, they haven't.

      --

      --
      grep "xercist" /dev/random ...you'll find me in there someday
    4. Re:ATI and drivers by Ogerman · · Score: 3, Insightful

      NVidia's linux drivers are available only as closed source binaries. That is 100% unacceptable and anyone with a brain will not use their hardware until they change their policies on giving us developers documentation. Of course ATI doesn't exactly have the best record for releasing timely or complete documentation either..

      You know why 3D still generally sucks on the PC? Because the market has been ground to a halt by patents and restrictive licensing. Imagine if the Internet developed this way. Stupid greed.

  3. Re:128! Wowzers by dimator · · Score: 3, Funny

    Raise your hand if you remember a time when one company would make fun of the other for adding more and more memory because "You'll never need 32MB of video memory!"

    --
    python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
  4. Release the raw data by gmarceau · · Score: 4, Insightful

    I just wish one benchmarking site would release the raw data in some kind of ascii based table. I would love wasting coutless hours of gnuploting, generating variations on plots like those.

    Does anybody have a pool of varied cpu & motherboard machines, new and old? There are a couple of statiscal tools I would like to throw at the benchmarking problem - if only I had the data.

    --
    This post was compiled with `% gec -O`. email me if you need the sources
  5. Game Programming by saveth · · Score: 5, Insightful

    As an amateur game programmer, I must say I prefer NVIDIA-based cards to ATI-based cards, simply because NVIDIA takes care of their customers.

    I've used the latest flavours of the ATI Radeon series, and the drivers always seem to be a bit unstable. Downloading updated drivers doesn't always fix the problem, either; sometimes, it makes the problems worse. It's hard to tell whether they're even trying. It seems ATI, at this point, is just trying to keep up with NVIDIA in terms of speed, rather than in both speed, quality, and stability.

    NVIDIA, on the other hand, fixes bugs properly *the first time*. They don't really produce many bugs, either, which means they can put forth more effort toward making everything more featureful.

    There's no contest, in my opinion. NVIDIA wins, hands down. It will take quite a bit for ATI to change my mind, or the minds of my game programming colleagues, about this one.

    1. Re:Game Programming by brer_rabbit · · Score: 4, Interesting

      I know you're talking about software, but I can confirm on the other side of the fence that Nvidia's chip designers are absolutely picky when it comes to their work. I used to work for a standard cell library vendor a couple years back. Nvidia tore apart our 0.25um library when it came to timing characterization. Those guys were pushing the envelope -- they needed timing on the cells accurate to better than couple percent. I'm not talking simple propogation delays, these were setup and hold times of flip flops and latches. We ended up giving them tables of setup and holds, not just a couple numbers like most of our customers were happy with. Real interesting job for a just out of college EE.

    2. Re:Game Programming by Ambassador+Kosh · · Score: 3, Interesting

      I have to disagree with this idea. I used to have some random crashes under linux when using the nvidia drivers and when I dual booted to windows also. When I replaced the nvidia card with an ati card all of the crashes went away. I had tried lots of nvidia drivers and they all had the problems.

      Even more annoying was that I found that the nvidia drivers would break up the audio on my sblive. I would get all these crackles in the audio which where very annoying. When I replaced the nvidia geforce with a radeon all of those problems went away. Overall I am not impressed with nvidia quality at all. ATI is better but for a really stable video card I would go with matrox. On a box I have with a G200 X has NEVER crashed. I have never had a single issue with that card.

      --
      Computer modeling for biotech drug manufacturing is HARD! :)
  6. The GeForce4 TI 4200 is the best by sgtsanity · · Score: 5, Interesting

    Firingsquad just posted a report about the new GeForce TI 4200. They're coming out with two seperate versions, one with 64mb of faster memory, and one with 128mb of slower memory. The 64mb one was faster in the benchmarks that they ran, even though it was $20 cheaper than the other variant. Plus, it even beat their comparison TI 4400 in some of the benchmarks.

    But it gets better. The TI 4200 can be overclocked to speeds comparable to the TI 4600, Nvidia's fastest card. Get the fastest performance available for half the cost!

  7. OT: non-AGP graphics card? by brer_rabbit · · Score: 4, Interesting

    Is anyone doing decent PCI cards these days? I realize I'm behind the times here, but my motherboard (Asus CUR-DLS) has no AGP slot, leaving me with a GeForce2. Still, my dual P3-1.26 ghz setup isn't far enough behind the game to warrant buying a whole new setup. I do have a couple 66mhz 64bit PCI slots going unused in the motherboard, any graphics cards go that route?

  8. What's the point? by Jucius+Maximus · · Score: 3, Interesting
    These things can already render graphics at insanely high resolutions and refresh rates with framerates above the refresh rate of the monitor.

    I don't see a reason for most people to upgrade to one of these things unless they are developing 3D technology.

    1. Re:What's the point? by foobar104 · · Score: 5, Insightful

      ...refresh rates with framerates above the refresh rate of the monitor.

      Strangely, most people don't seem to realize that this is a BAD THING, unless your app is running at an integer multiple of your monitor refresh rate.

      To make it simple, imagine your monitor scans at 60 Hz. So every 60th of a second (16.67 msec) you get a whole new frame drawn on the screen. Assume, for sake of argument, that drawing the screen takes zero time. It's just instantaneous.

      To achieve smooth motion, the same amount of time must pass between each frame. This is guaranteed if your application renders 60 frames per second. Unless you drop a frame somewhere, you'll see one rendered frame for every screen refresh, and you'll perceive smooth motion.

      But what if you drive your screen at 60 Hz, but your application renders 95 frames per second. (Assume that it's exactly 95 fps all the time, rather than a variable frame rate, just to make the math work out for this example.)

      When you run your game or whatever, the clock starts at zero. The first frame from the graphics pipeline is in the display buffer, so when the monitor gets ready to draw the screen, it draws frame zero.

      10.53 msec later, the application has drawn the second frame, so it swaps buffers. The display buffer now has frame 1 in it. The application now starts drawing frame 2.

      But the graphics card isn't ready to draw frame 1 on the monitor until a little over 6 msec later, at t = 16.67. At that time, though, the application hasn't finished drawing frame 2 yet, so frame 1 is still in the display buffer. The monitor draws frame 1. Game frame 1 comes after game frame 0, so we're still in sync.

      During this time, the application has been working on frame 2. It finishes frame 2 at t = 21.05 msec and swaps buffers. Frame 2 is now in the display buffer, and the application starts drawing on frame 3.

      The monitor is ready to draw frame 2 at t = 33.33 msec. So it reaches for the frame from the display buffer... but what's this? The frame in the display buffer isn't frame 2. It's frame 3! We dropped a frame somehow!

      In the meantime, at t = 31.58 msec, the application had finished drawing frame 3. It swapped buffers again, before the graphics card got a chance to display frame 2. Frame 2 disappeared from the display buffer, never having been shown on the monitor. That's a dropped frame, and it's a bad thing.

      Games aren't hard-real-time applications, of course. They run freely, sometimes drawing frames more quickly, and sometimes less quickly, depending on the load. This is okay. But don't just assume that because your game runs consistently at a rate higher than your monitor, you won't be dropping frames. In fact, you'll drop frames like crazy, at a rate determined by how far your game frame rate is from your monitor rate, in modulo arithmetic.

  9. I'm Glad by BiggestPOS · · Score: 4, Insightful
    That ATI was able to emerge as an actual competitor for Nvidia. Once 3dfx finally died, it looked as though Nvidia might have a stranglehold on the market. The first couple of offerings from ATI were crap, and didn't look too promising, but the 8500 is a perfectly decent chipset, and some of the ViVO features put it way ahead of the GeForce 4 for some people.

    I have a DV cam with RCA inputs, and firewire, so my video card doesn't need to be able to capture, just a nice S-Video out for watching downloaded southparks on my Wega in the living room.

    --
    What, me worry?
  10. Why ATI are a bunch of sissies by Anonymous Coward · · Score: 5, Funny

    Instead of bruteforcing polygons the MAN'S way, ATI decided to be a bunch of sissies and implement HyperZ technology. 'Discard unseen pixels'? BAH! I'd much rather have these unseen pixels rendered than let them go to waste. Their proprietary TRUFORM technology is good, if you like seeing rounding errors (see Serious Sam SE's shotgun model). Moreover, their names are misleading. 'Pixel tapestry', 'Charisma Engine' - what do these names mean? How can a pixel have tapestry?

    Meanwhile, NVIDIA continues its dedication to their customers by giving them 128MB of VRAM; conveniently providing the customer with 32 extra MB of VRAM to use as a RAMdrive. Instead of fudging around with names like ATI does, they've simply decided to follow 3DFX's naming scheme and simply name their cards GeForce(n + 1). I look forward to the day when the GeForce requires an input from the +5V power supply.

    1. Re:Why ATI are a bunch of sissies by k_187 · · Score: 3, Informative

      The GF4MX is more like another clock speed jump of the GF2s. It doesn't have the programable pixel and texture shaders that the GF3 and 4 have.

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
  11. Developer Relations by chronos2266 · · Score: 4, Insightful

    NVidia's developer site is why they will win the GPU war. Only because they help developers by prodiving an extensive forum in which they can educate themselves about their technologies. I recently started researching vertex programming, I went to NVidia's site and they had a entire SDK dedicated just to it. I haven't see anything like that on ATI's site. Keeping the people that develop for your hardware informed is the only way to win support, ATI hasn't realized that yet.

  12. nvidia vs. ati by soap.xml · · Score: 4, Interesting

    When its all said and done, I have to place my vote for nVidia, hands down. There are many reasons for this... howerver this is the most compelling...

    nVidia Drivers page link

    • Windows 95/98/Me Drivers
    • Windows XP/2000 Drivers
    • Windows XP 64-bit Drivers
    • Windows NT Drivers
    • Linux Drivers

    ATI Drivers page link

    • Windows XP
    • Windows ME
    • Windows 2000
    • Windows NT

    At home I run about 7 computers, a mix of linux winXp 2k and 98. The fact that my geforceX cards can and will run great in all of the above os's using proper driver support is all I need to buy from nVidia. Good customer support, and good OS support. That will bring in my dollars...

    1. Re:nvidia vs. ati by felipeal · · Score: 4, Informative

      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.

    2. Re:nvidia vs. ati by HeUnique · · Score: 3, Informative

      Oh really? is ATI that great...

      Then you wouldn't mind showing me the specs where I can switch on/off the Macrovision part, would you?

      Oh, how about giving me very fast 3D drivers? oh, that will be only available in June..

      What about The Rage 128Maxx 2 processor use in Linux? no support..

      Maybe can I get a full support for both TV out and VGA without Xinerama (a-la Nvidia's Twinview)? nop, not supported...

      Yes, nVidia doesn't give the source or specs, but I can use ALL the features of my Geforce card - top to bottom, while with ATI Radeon I can't (currently), not mentioning Matrox G450/G550..

      I don't give a damn about the source - I give a damn about full feature driver (which got some nice extras - true dual head without need of Xinerama, shadow mouse, 2 versions of AGP for compatibility, and tons of other feature) which I don't get with others...

      Sad, but true..

      --
      Hetz (Heunique)
  13. Voodoo 4/5 might do for you by bbk · · Score: 4, Informative

    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

    1. Re:Voodoo 4/5 might do for you by MisterBlister · · Score: 3, Informative
      Keep in mind that there's no decent official driver support for Voodoo cards now that 3dfx is gone. There's already some games that are DirectX 8.1 only and the list keeps growing. Many of these games wont run properly on Voodoo cards because there are no updated drivers.

      They do have PCI GeForce 2 boards though for obvious reasons they suffer a performance hit when compared to the AGP versions... That's your best bet until you upgrade your mobo.

  14. Re:128! Wowzers by Com2Kid · · Score: 4, Interesting

    This is noting that having over 32MB of memory has proven to be of NO benefit in benchmarks outside of the occasional 1 or 2 FPS difference (and when you are getting over 100FPS any ways. . . .).

    Texture size is REALLY not a problem. Do you realize how fr*gin big textures can be byte wise before you get to being just plain old silly?

    It is NOT the size of textures people, it is how COMPLICATED those textures can be.

    Currently LOD is used in order to keep video cards from having to render full 256x256 textures when an object, say, only appears as 25 pixels in its entirety on the screen. You know, that sniper across the street with that gun? Yah that one, (duck).

    This works quite well, until you get up close to the object. Shoddy unrealistic Bumpmapping (I highly disprove of bumpmapping, more on this later) can come into play at really close distances, and games like Serious Sam even make this look halfway decent, but it still is not real, or realistic.

    The ONLY way to get good texturing done is to DISPENSE with the concept of textures all together. Polygons do not make this easy in themselves, and competing technologies can even make it worse. Some technologies like vertex coloring are a bit useful, but not much and they are just the texturing model relabled.

    But once you DO dispense with textures, ooh yah.

    Now for bumpmaps.

    Bumpmaps are often times just a cheap shortcut to REAL modeling. Geometry deformation texturing is the next step, but until we get some video cards that can model each little crack and bump of an object we are not going to get anything near 100% photo-realism. Not to mention characters with actual nostrils. Yes there is a level of diminishing returns, but quite frankly, until I can model every last little crack bump and lump in a model and have it render real time on a home users computer, bumpmapping is what we are stuck with, and I don't like it.

    But I repeat, I REPEAT, larger textures (and bumpmaps) are just a cheap low quality shortcut They DEFINITELY have a point of diminishing returns, and it is one that HAS ALREADY BEEN REACHED. Most new games do NOT do just plain old texturing any more, and a lot of what is happening now days in relationship to textures (Bilinear filtering and such) is just in fact ways to correct errors in the original texturing model of thinking. Or at least further refine the mathematical model used to show those textures.

    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. At the very least the texturing model of thinking has some. . . rather funky. . . math applied to it in an artistic manner with the results rendered to the screen.

    Look at Nvidias werewolf model as an example.

    The HAIRS on it look great.

    The actual model though?

    Hell looks like shit.

    No it does.

    Notice the face people. Horrid. The textures. It is not the modeler or textures fault, it is just a fact that, well hell, you CANNOT do realistic skin textures without using Pixar level technology.

    Actualy, I recently read an article from awhile back that was an interview with someone at Pixar. They were describing the INSANE level of work that was necessary to even get something that SORT OF looked like a skin texture to render. The FF movie had kinda-sorta-maybe-ifyousquint real looking skin, it was nice, but it took a lot of work and it still was not perfect. Once again, diminishing returns.

    While NVIDIA is doing good work in relation to getting various funky technologies out on the market that move around the texturing problem, as long as we rely on textures as our main source of coloring objects, we as a community of people who love to Blow Things Up are going to have problems.

    Hell the very idea of textures themselves is exactly opposite to how existence works. Objects are not gray by default with colors added later. Objects are. . . . real. They exist. More or less. The color is an INTEGRAL PART of what an object is. You cannot separate the two.

    In other words

    I want molecular modeling please. :)

  15. One thing I've noticed.. (OT) by Steveftoth · · Score: 3, Interesting

    about pc hardware, and after reading people's responses to this article it just enforces my belief that PC hardware is really bad because the standards are not strict enough. I've had problems with so maney systems and you never know where to begin debugging a computer that doesn't work correctly. Sometimes a problem that seems like it was a 'video card issue' turns out to be a problem with your main memory. Even when useing the 'high quality' components, one low quality component or slightly defective card can bring a whole system down.
    Hell, just not having a pci card plugged in correctly can totatly trash a computer with a low quality MB. Ever pulled out a PCI card when the system is running? Sometimes it reboots, sometimes it don't.
    The point of this diatribe is that people seem very polarized on the subject of video cards, mostly due to the other guys card not working for them. When probably in many cases it wasn't the video card causing the problem at all, but rather an incompatibility in their system that was brought out by the video card.
    Guess it's the price we pay for getting such cheap, bleeding edge systems.

  16. Nvidia Chipsets vs Nvidia TV out by BrookHarty · · Score: 3, Informative

    I personally use the Nvidia chipset. If I want to use video in, I use a mpeg2 capture card that does a better resolution and doesnt skip frames. For output, I do get nvidia cards (Asus) with video out, but I perfer ATIs video out. ATI displays a better picture on tv out, I can display 1024x768 (about 500 lines on svhs out) and its clear. Its visible that ATI has better compression and output to TV/SVHS. ATI also polish's their driver tools, they look better and have more functions. Nvidia is lean and mean with their tools.

    I picked up a PNY GF4 4600 128 Megs, VIVO, (video in/video out). Not impressed with it over a GF3 Ti500. Check the benchmarks out and see what I mean. I cant tell the difference between 80 and 90FPS. The big part of GF4 was it running at 1600x1200 in 4x AA which the GF3 cant. 2X looks good enough for now.

    If anyone cares about some Benchmarks on GF and CPUs. I tested 3 video cards and 2 cpus. GF2MX, GF3Ti500,GF4 4600 (128 meg), P3-800 and a AMD 1800. I could swear I had GF3 benchmarks on the P800, Guess Ill need to do that when I get home. I wanted to show how a slower CPU can play newer games with just an updated GPU.

    AMD 1800 + GF4 4600 - 9697 3D marks - http://service.madonion.com/compare?2k1=3157957
    AMD 1800 + GF3 Ti500 - 8204 3D marks - http://service.madonion.com/compare?2k1=2777031
    P3 800 + GF4 4600 - 6170 3D marks http://service.madonion.com/compare?2k1=3167224
    P3-800 + GF2 MX - 2368 3D marks http://service.madonion.com/compare?2k1=2929648

    There is no overclocking done on these tests, but I did hit over 12000 3Dmark with minor overclocking.

  17. Re:Even more OT by ncc74656 · · Score: 3, Informative
    I've yet to find an AMD motherboard with onboard SCSI (granted, I have only looked in a few places but.. you'd think they'd be common from ASUS).

    The Tyan Thunder K7 includes dual-channel Adaptec Ultra160 SCSI, dual 3Com Fast Ethernet NICs, an AGP Pro 50 slot, 64-bit PCI, and a bunch of other stuff. It's also a dual-processor board, so you get twice the Athlon goodness. :-)

    --
    20 January 2017: the End of an Error.
  18. Re:128! Wowzers by UnknownSoldier · · Score: 4, Informative
    &gt This is noting that having over 32MB of memory has proven to be of NO benefit in benchmarks outside of the occasional 1 or 2 FPS difference (and when you are getting over 100FPS any ways. . . .).

    I agree.

    &gt 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.

    &gt 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 !

    &gt But why do games look better you ask?

    &gt 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.

    &gt 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

  19. Where the Linux drivers link is by Gogo+Dodo · · Score: 3, Informative
    You went to the OEM driver section (Powered by ATI), not the Retail driver section (Built by ATI).

    If you go to the retail section, there are is an OS menu with Windows, MacOS, Be OS (!), and Linux.

  20. nVidia supports OpenGL by Screaming+Lunatic · · Score: 3, Insightful
    That is one of the main reasons I choose nVidia. Whenever I have an OpenGL question, the nVidia driver writers are right there to answer questions. It is not hard to find them on the discussion boards at opengl.org and the opengl gamedevelopers mail list. There are also tons of opengl demos on the developer site.

    Secondly, their Linux drivers are quite good. I don't care too much if they are not open source, at least they work well.

    Btw, the reason why nVidia drivers are not open source. nVidia wanted one driver for all cards under their Unified Driver Architecture model. The open source community (XFree I believe, but correct me if I'm wrong) wanted the specs to the actual hardware. nVidia was willing to give the community exactly what their Windows driver writing team has and the community did not agree.

    Some agree with nVidia's point of view, others agree with the community. It doesn't really matter, the end result is closed source drivers.

    PK

  21. Re:128! Wowzers by Com2Kid · · Score: 3, Interesting

    A modeler has to be a complete nitwit to fill up 128MB with verticies, heh. Or even 12MB with vertices. . . .

    It is not like verticies have to be loaded THAT often, and when they are they can often times be predicted, though how Messiah did things sucked (wow, look at that! SERIOUS texturing problems AND ass end load times AND the scripts get fucked up! Bah) but a GOOD loader can load a level dynamicaly and Not Suck.

    I would MUCH rather 64*2 Megabytes of ram with a half clock seperation between them (In other words, fast ass access. :) ) then 128MB of RAM that, err, uh, costs an arm and a leg and MAY provide some future performance, but by that time the texturing units on the video card will be old hat anyways and 'everybody' will have moved up to the next best thing.

    I myself will likely still be using my Matrox G400 MAX. :)

    I cannot believe that some complete IDIOTS credit ATI with first having dual desktop displays. . . . grrr. Idiots. :(