T-buffer and 3dfx
First of all, what the heck is a T-buffer?
Second: isn''t 3dfx (Glide) going down really bad? Sure, they were big ''til Voodoo 2, but now, it seems like they''re making worse decisions for every release. I don''t have any doubts that the NV* series from nVidia will spank 3dfx''s new Voodoo''s really bad.
http://www.ixbt-labs.com/video/nv15.shtml
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Daniel Netz, Sentinel Design
"I'm not stupid, I'm from Sweden" - Unknown
The T-buffer is basically a slimmed-down accumulation buffer, if you know anything about OpenGL.
The effects they want to use it for are FSAA ( Full-Screen antialiasing ) and motion blur, if I remember correctly.
However, all of these features require multiple passes ( so that data "accumulates" in the T-buffer ), so I kindof fail to see the point.
Personally, I do think 3Dfx is going down the drain...
The effects they want to use it for are FSAA ( Full-Screen antialiasing ) and motion blur, if I remember correctly.
However, all of these features require multiple passes ( so that data "accumulates" in the T-buffer ), so I kindof fail to see the point.
Personally, I do think 3Dfx is going down the drain...
Although I''m an nVidia user myself, I wouldn''t count on 3dfx dying any time soon.
In my opinion the T-Buffer is a great invention. Have you compared the screenshots of 3Dfx''s and nVidia''s FSAA. 3Dfx uses four passes in it''s T-Buffer while nVidia uses supersampling with a four times larger surface, so they render the same amount of pixels yet the anti aliasing that 3Dfx''s card produces is several times better quality.
Now if the Voodoo 5 was only available to the public so that we could see how fast it is.
In my opinion the T-Buffer is a great invention. Have you compared the screenshots of 3Dfx''s and nVidia''s FSAA. 3Dfx uses four passes in it''s T-Buffer while nVidia uses supersampling with a four times larger surface, so they render the same amount of pixels yet the anti aliasing that 3Dfx''s card produces is several times better quality.
Now if the Voodoo 5 was only available to the public so that we could see how fast it is.
I think that the only good thing in T-Buffer is FSAA. Motion blur can be done very good in software if it is needed. But the depth of field is useless in games...
I just don''t see the point of FSAA if for any decent quality you have to drop half your frames.... doubling the framerate will have similar effects.
I''ll have to see it in motion I guess.
(Ps. accumulation motion blur is shitty!! it''s not real and won''t look good I think )
I''ll have to see it in motion I guess.
(Ps. accumulation motion blur is shitty!! it''s not real and won''t look good I think )
I wasn''t really impressed with the V5 series until just recently... FSAA is great, and with the speed of the cards, it shouldn''t be any worse then what you can play with now... I honestly can''t see anything wrong with the cards... As a programmer and all around end-user, I also think that T-Buffer is great.. Motion Blur, is alright, and so is DOF, but it all lies in FSAA... Most people don''t appreciate this other then people who play simulator games (Car games and Flight simulators for example) As for Glide going down really bad.. It''s being used less and less.. But I use it still, since I tend to like it better then al other APIs..
--SR
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"To err is human... To really foul things up requires a computer.."
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--SR
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"To err is human... To really foul things up requires a computer.."
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