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Spellbinder

Next generation Graphic cards.

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Yeah, thats for rendering CG movies and the like, I don't think anybody is seriously gonna buy that to use for gaming. Sounds pretty crazy good though!

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id much rather see nvidia and ati put their money into the following 3 features that EVERY and i mean EVERY game dev is crying for

-1) per pixel Hardware occlusion

-2) fast/good over draw/depth complexity rendering over the entire screen (dust storms for the win !!!! )

-3) fast/good render state changes (finaly opening up the material bottelneck)

honestly i think all you guys should tell your ceos and lead coders to contact nvidia and ati and ask them to finaly do somthign for the game industry that really helps ! :banjo:

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-2) fast/good over draw/depth complexity rendering over the entire screen (dust storms for the win !!!! )

-3) fast/good render state changes (finaly opening up the material bottelneck)

Thats middleware dependant silly. If the render state code in a engine is bad written, no wonder its slow. Also, some stuff is related only to the 3D-API. And per-pixel Hardware occlusion (you mean occlusion culling??) is possible.

Also, the Quadro cards are fat, very fat professional workstation graphiccards and are not thought for games (games will run thought, but you want to pay over thousands of dollars for better game-performance? jerk). People use them on machines, where scientific simulations, ray-tracing rendering, CAD and extremely detailed 3D design is done.

Wfr, Sindwiller

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quadro cards dont perform better in games at all. We have some at work here ... they will run most modern games at very slow framerates. They are good at pumping out a ridiculous ammount of polygones at ridiculous speeds, but they suck with pixel shaders and texture output. Excellent stuff to make extremely detailed models in mudbox though :)

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-2) fast/good over draw/depth complexity rendering over the entire screen (dust storms for the win !!!! )

-3) fast/good render state changes (finaly opening up the material bottelneck)

Thats middleware dependant silly. If the render state code in a engine is bad written, no wonder its slow. Also, some stuff is related only to the 3D-API. And per-pixel Hardware occlusion (you mean occlusion culling??) is possible.

Also, the Quadro cards are fat, very fat professional workstation graphiccards and are not thought for games (games will run thought, but you want to pay over thousands of dollars for better game-performance? jerk). People use them on machines, where scientific simulations, ray-tracing rendering, CAD and extremely detailed 3D design is done.

Wfr, Sindwiller

good, professional response

but why the insults (silly, jerk)?

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Also, the Quadro cards are fat, very fat professional workstation graphiccards and are not thought for games (games will run thought, but you want to pay over thousands of dollars for better game-performance? jerk).

Wfr, Sindwiller

i didnt even claim they are ... an now i am a jerk for having you put words into my mouth ? :shock:

and all i am saying is these things shouldnt be middleware dependent but should all be 100 % done by the hardware ! and THATs what would be a real next gen graphics card !

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i didnt even claim they are ... an now i am a jerk for having you put words into my mouth ?

I didnt said that youre a jerk. I call those jerks who buy a Quadro for higher gameperformance :cool:

and all i am saying is these things shouldnt be middleware dependent but should all be 100 % done by the hardware ! and THATs what would be a real next gen graphics card !

The calculation part is done by the hardware. But you still need to program a render state system yourself.

Wfr, Sindwiller

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