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Rec.Autos.Simulators Archive

Re: OT:Nvidia Demo Creature

8 posts by 5 people · 19 Aug 2000 - 20 Aug 2000 00:38 UTC

(unknown) 19 Aug 2000#239593
Lowest common denominator? Most developers design software for hardware that *should* be available by the time the product hits, making their code state of the art...note that this group does not contain a certain G. Crammond. ::)))) In article <m0un5.13853$[email hidden]>, "AndrewS" <[email hidden]> wrote: > That may be true, but it's not a game and that's what counts.Developers
Quoted text (14 lines)> develop for the lowest common denominator, and that's not the Geforce. > > "Markus Sagebiel" <[email hidden]> wrote in message > news:8nl7ma$90jb2$[email hidden]... > > Hi , > > thats a demo , the V5 cant never handle. > > Woooouuuuuhhhhhhh. Everybody with Geforce must see this demo. I can > > mail screenshots. Its so smooth. > > http://www.nvidia.com/Products/demos.nsf > > its 18 mb, but thats worth waiting!!!! > > > > Bye Markus > >
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AndrewS 19 Aug 2000 11:16 UTC#239832
That may be true, but it's not a game and that's what counts. Developers develop for the lowest common denominator, and that's not the Geforce. "Markus Sagebiel" <[email hidden]> wrote in message news:8nl7ma$90jb2$[email hidden]...
Quoted text (8 lines)> Hi , > thats a demo , the V5 cant never handle. > Woooouuuuuhhhhhhh. Everybody with Geforce must see this demo. I can > mail screenshots. Its so smooth. > http://www.nvidia.com/Products/demos.nsf > its 18 mb, but thats worth waiting!!!! > > Bye Markus
d0le 19 Aug 2000 12:50 UTC#239756
Lowest common denominator?.. ... then we'd all be playing the same game over and over and over with no reasons to upgrade. That's a bit silly :P On Sat, 19 Aug 2000 07:14:51 -0400, "AndrewS" <[email hidden]> wrote:
Quoted text (14 lines)>That may be true, but it's not a game and that's what counts. Developers >develop for the lowest common denominator, and that's not the Geforce. > >"Markus Sagebiel" <[email hidden]> wrote in message >news:8nl7ma$90jb2$[email hidden]... >> Hi , >> thats a demo , the V5 cant never handle. >> Woooouuuuuhhhhhhh. Everybody with Geforce must see this demo. I can >> mail screenshots. Its so smooth. >> http://www.nvidia.com/Products/demos.nsf >> its 18 mb, but thats worth waiting!!!! >> >> Bye Markus >
AndrewS 19 Aug 2000 13:13 UTC#239762
What I meant is that the Nvidia demos are all well and good, but comparing the V5 to the GeForce by a Nvidia demo doesn't mean much in the real world. I haven't seen this particular demo, but I'm sure it's impressive.
George M. Smiley 19 Aug 2000 18:26 UTC#239635
"Markus Sagebiel" <[email hidden]> wrote: > 150000 polygons in Action. How many triangles? - George
George M. Smiley 19 Aug 2000 20:24 UTC#239700
"Markus Sagebiel" <[email hidden]> wrote: >> How many triangles? > > The shortcuts were not documented, it was a sharp > guess..... (the "V" has given such 14xxxx numbers Ah, I see, then probably vertices, not polygons. > And the set of triangles is a subset of polygons, isnt it? Three vertices form a triangle and a variable number of triangles form a polygon. So, yes and no. Regardless, I was just curious as to how close their demo comes to the marketing BS listed in their product brochures. So, assuming it is rendering 150,000 vertices at the frame rate of 24 frames per second, we get a triangle rate of 1,200,000 triangles per second. Sounds impressive until you compare it to their claimed specs: GeForce 256: 15 million triangles per second GeForce2 MX: 25 million triangles per second GeForce2 GTS: 25 million triangles per second GeForce2 Ultra: 31 million triangles per second I'd say you are about 276 fps short of the above at a minimum. - George
George M. Smiley 19 Aug 2000 22:41 UTC#239721
"Markus Sagebiel" <[email hidden]> wrote: > 6 triangles per vertice. Sorry, but it is vertex, not vertice, plural vertexes or vertices. As for your math, you are mistaken. In general, the best you can do in D3D is N + 2 vertices for N triangles when specifying a 3D surface, which is all your creature is composed of. > 150,000 * 24 * 6 = 7,200,000 * 3 = 21,600,000 That is V/F * F/s * T/V = T/s, why did you multiply it once again by 3? Regardless, I assure you that the numbers provided by Nvidia marketing are inflated by at least a factor of 3. For this particular application it would appear you are getting 1.2 - 3.6 million triangles per second depending on the method used to specify the vertices. - George
Magnus Svensson 20 Aug 2000 00:38 UTC#239674
On Sat, 19 Aug 2000 17:46:38 -0500, "George M. Smiley" <[email hidden]> wrote: >Regardless, I assure you that the numbers provided by >Nvidia marketing are inflated by at least a factor of 3. >For this particular application it would appear you are >getting 1.2 - 3.6 million triangles per second depending >on the method used to specify the vertices. Peak performance can actually be achieved, but under certain circumstances. There's a demo that shows 14.4(or something) Mtris for my GF1 DDR. All it's showing is a bunch of spirals, though. But to think that 15Mtris is going to be achieved no matter what, in all circumstances, with lighting, texturing, high resolutions, et.c. is well... naive. Naive and silly. Well it's always food for an nVidia bashing binge at any rate. /Magnus

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