|
Quake III 1.05 |
INTEL Pentium III 550 |
Amd Athlon 600 MHz |
Profit / Loss |
|
640*480 16 bits |
76,2 |
91,4 |
20% |
|
1024*768 16 bits |
55,4 |
57,7 |
4% |
|
Quake II - Crusher |
INTEL Pentium III 550 |
Amd Athlon 600 MHz |
Profit / Loss |
|
640*480 16 bits - Software |
21,2 |
29,3 |
38% |
|
640*480 16 bits |
60,7 |
76,2 |
26% |
|
1024*768 16 bits |
57,8 |
66,7 |
15% |
|
Half Life Cheat |
INTEL Pentium III 550 |
Amd Athlon 600 MHz |
Profit / Loss |
|
640*480 16 bits - Direct 3D |
44,6 |
62,8 |
41% |
|
1024*768 16 bits - Direct 3D |
44,2 |
57,5 |
30% |
|
640*480 16 bits - OpenGL |
57,6 |
72,2 |
25% |
|
1024*768 16 bits - OpenGL |
56,5 |
67,7 |
20% |
Also of interest would be Carmack on "K7".
Overall, I'm a pretty big proponent of the Apple hardware," said Carmack, who said that his products run well on Macintosh G3 computers. "But a lot of Mac people do blind themselves as to the quantifiable performance. No one can honestly say [Macs] are faster than the PC--or even as fast." He called the iMac "marginally acceptable"--dangerously faint praise in an environment where fast, cheap PCs are ubiquitous.
And another quote on why he wants to support the Mac:
"I'm [supporting the Mac] because it's the technically right thing to do, and to support people outside the mainstream," said Carmack. "Microsoft dominating everything with what is basically an inferior technology would be a very bad thing."
One big effect of geometry acceleration is the difference (or lack of difference) on lower-end PCs. Potentially, if you've got a P2-266 and a P3-500 side by side, the graphics portion of games such as Quake 2 and Unreal will run at near exactly the same speeds on each of the systems. Unreal might lag slightly due to more sophisticated AI, but you'll no longer need to worry about upgrading the CPU to get more FPS. Yep, this is probably Intel's nightmare as the CPU becomes a non-factor in the specifics of 3D performance
VoodooExtreme: Ok, the real one, now that you've had a LOT of experience with Direct3D, some with GLide, and with OpenGL, what do you feel are each APIs strong points and weak points? Do you forsee JUST going with Direct3D in the future?
Tim: Glide: Was a good and necessary thing two years ago, before OpenGL and Direct3D performed acceptably. Destined to become obsolete soon. Nobody working on a new engine nowadays is targeting Glide. OpenGL: The cleanest and easiest API to use. Driver quality is worse than for Direct3D, but I see hardware vendors making a serious effort to improve that. Direct3D: Has the best and fastest hardware drivers available. The API isn't very clean, but I see Microsoft making a serious effort to improve that.
Transformation and Lighting are the first two of the four major steps (triangle setup and rendering being the final two) in the 3D graphics pipeline, or series of steps required to produce 3D graphics. Both steps are mathematically intensive and very specific in the mathematics they require.
<snip>
Dedicated transformation and lighting will have the same impact as filtering did for pixels, but much bigger. Software transformation and lighting done by the host CPU today is the biggest bottleneck that has forced software developers to limit the geometric complexity and lighting sophistication of their 3D characters and environments.
Run at 640*480*16 bit color to emphasise the cpu/driver performance rather than the hardware fill rate.
K7-600 K7-550 PIII-500
TNT2 ultra 16 bit 73.9 68.5 53.8
Voodoo3 3000 16 bit 70.5 65.2 46.0
He continues on with quite a bit more info as well as the usual work-log. Big thanks to Vic.
Virtual Texturing, I think, is the most important feature on the Permedia3. Virtual Texturing most importantly, works independent and invisible to the game, thus providing seamless integration into ALL games. Virtual Texturing alleviates a lot of strain from the on-chip memory, and cuts down on the use of the AGP bus. To put this in perspective, just think about what effects of Virtual Texturing when you start to run Unreal Tournament and Quake III with scenes with large textures. Most other cards (other than maybe the Savage4) will have to slow down as larger textures are pushed through the bus, while the Permedia3 chops up textures into manageable chunks and keeps sending things through at the same speed.
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