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#76 |
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yeah me too
my 4850 is getting old i hope the price lower than 4850 at launch
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#77 | |
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![]() I'm greatly enjoying 2 X fired HD4770s right now. When July comes I'll be very tempted to snag some of the newer 40nm flavors but will probably wait till I get 64 bit W7. I'm totally looking forward to these.
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#78 |
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Well, guess that 4890 isnt happening then
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#79 |
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youll probably go with the RV870
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#80 |
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I think ATI is gonna get a big can o woop ass from Nvidia in the next matchup now that Nvidia has moved to MIMD, unless ATI did also, Nvidia's cards are gonna absolutely destroy them in folding.
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#81 |
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sounds like you dont like what you have.
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Athlon XP USERS with COD 4 FIX http://www.techsupportforum.com/foru...ls-202011.html http://www.howorks.com/2011/02/24/ho...-memory-limit/ “Sometimes my level of fail is unprecedented.” -TheMailMan78
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#82 |
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who need dx11 card?
all dx11 games will be compatible even with dx9 and 10 i'm sure
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#83 |
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yup and the market wont go anywhere just like it is now with DX10, DX10 seems to be dead
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#84 |
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and why to wait and buy a dx11 card when the dx11 games will appear after 1-2 years and that card will be already "old" and again the need for upgrade...
hardware is ahead of software always;all this is the war between manufacturer who want to show their superiority and people jump in buy but can they use it?
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#85 |
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They need something to get the devs to bother writing code for DX11 to get it to take off.
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#86 |
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32ROPs?
I don't buy it. Games are becoming more and more shading and texturing reliant and impact of pixel fillrate and the rest of ROPs area of work is diminishing. Compare G200 to RV770, eg. RV770 has much more shading power but "only" 16RBEs with a fraction of z compare capabilities vs. G200's 32ROPs and huge z-rate. Yet, gaming performance... And RV770's RBEs are already much beefier than those in RV670 for what comes to z-rate. Then again, AMD's RBEs are tiny compared to G200's and doubling them might be possible as crazy high speed GDDR5 (ie. 7Gbps) might allow an efficient use of them...
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#87 |
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It would however be harder for the game devs that way. They've to make everything base on DX11 in terms of graphics and physics. And adapting it to DX10/9 would mean everything single one has to be adapted unlike current games. However, i also agree with you as that would be a TRUE DX11 game rather then games like STALKER Clear sky with DX10 as extra lightings (Not fully maximised).
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#88 |
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Show me a game on the market that was developed for DX10. I have yet to see one on the shelves. Everything out now is DX9 with a DX10 hook.
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#89 |
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#90 | |
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#91 |
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Cn't wait for benches to arrive
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#92 |
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Just because a game has DX9 rendering paths, that doesn't mean it isn't a true DX10 game. People don't say Half Life 2 isn't a true DX9 game because it has DX8 and DX7 rendering paths...
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#93 |
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#94 | |
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. But you have a 3850 so thats not gonna cut it for enthusiast.But back to the topic. New cards from ATI, these should be interesting. Like always, we are all waiting to see what NVidia brings to the table. Hopefully both companies release cards that are right on par with each other so no price inflation happens. Made me laugh when the G200 series cards came out, then the RV770 based cards came out from ATI and NVidia dropped the prices on the G200's like it was diseased, lol. Thanks ATI, thats how my GTX 260 became affordable!
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#95 | |
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I read an interesting article with Carmack awhile back where he stated from a business standpoint, it only became economically feasible to drop all support for Windows 98 in 2006, but that didn't limit them in gaming engines because Win98 could use DirectX 9. Even if the same model holds exact (could be better, or it could be worse because WinXP had five years to proliferate the market vs three years for Win98), then game developers will need to continue to support Windows XP through 2012, meaning that every game that comes out will need to be written for DirectX 9 with optional DX10/11 effects hacked into the engine. Microsoft fucked up hard when they decided to not release DX10 on XP, thinking that would surely drive a massive upgrade to Vista. |
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#96 | |
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For consoles they made a dx9 renderpath, but on PC it is the first dx10.x only development. Anyway it is a crappy game
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#97 |
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#98 |
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I was under the impression that Stormrise was a console game primarily that they ported to PC using only the DX10 API (aka, lazy and financially suicidal in the current market). Of course then they gave interviews and hyped it all up.
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#99 |
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Largon is right, games have taken a turn and are favoring advanced shading techniques and using physics more and more instead of increasing the numbers of pixels on screen, and the reason is that developers know their is a limit to how many rops a card can have because the more rops you have the more memory peices you need on the board with current architectures.
the best example of this is cryostasis, its a very good looking game that is a bitch to run because it uses many shading techniques ontop of physics. |
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#100 | |
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It is all a matter of how the game developer writes the game, they can write it for DX10 then take features out to make it work with DX9, or they can write it for DX9 and add in features for DX10. In the case of Half Life 2(or the source engine) it is a true DX9 engine, written for DX9 with features disabled in the DX8/7 rendering paths. So I say again, just because a game has rendering paths for lower DX versions, that doesn't mean it isn't a true DX10/11 game.
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