• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

BATMANGATE - Nvidia bows to public pressure over AA

It has somewhat run its course :S

Granted there is a huge amount we can only speculate at... unless someone comes up with the "goods" - but there is enough solid info out there to work through the immediate hysteria and come to more sensible conclusions.
 
Who cares who screwed who? We should be addressing the real issue here.. Using the 'gate' suffix to describe every scandal!!! Give it a bloody rest!
 
The fact of the matter is that the game engine doesn't actually support a standard implementation and for whatever reason a generic or vendor specific implementation for GPUs other than nVidia is missing from the game... there is nothing beyond speculation, misunderstanding and conjecture as to the exact reason why..

I can't understand how people are failing to see this.

Should Eidos have implemented a generic AA path? Yes, of course. Do we know why they didn't? No, we don't. Is the current implementation vendor specific? Yes, but now nVidia are allowing their implementation to be used by other vendors.

I don't see why people are giving Roff so much flack.. the bad guys in all this weren't Roff, or nVidia.. it was Eidos. Nothing but lazy developing caused them to not include a generic AA path.
 
Eidos were to blame for almost all of it, nvidia need to take small part of the blame and amd didn't reallly help either,i just hope in the future other company's look at this and think we willnot do the same because of the bad press.
 
Eidos were to blame for almost all of it, nvidia need to take small part of the blame and amd didn't reallly help either,i just hope in the future other company's look at this and think we willnot do the same because of the bad press.

I agree with this. Nvidia should take some and ATI.... Neither helped
 
Wonders will never cease. Maybe Nvidia does actually care about PC Gaming instead of just itself. That would be nice, and good for all of us.
 
i dont see whats so special about this case, its nvidias own code that ENABLES AA to work in batman, it DOESNT DISABLE it for ATi cards.

unlike how ati have played it with valve and destroyed nvidias performance in half life 2. it was shown countless times then the nvidia cards were forced to run the ati shader path they gained a considerable boost in speed.
now thats direct sabotage.

and then take into account the first call of juarez game. the AA is messed up for nvidia cards due to the implementation that ati mande the developers of that game use.
nvidia cards suffered a dithering effect when anti-aliasing is enabled in that game. go read up about it in the call of juarez forums.

ATi are the worst at this yet people tend to ignore this.

so far i agree with all the points made by Roff in this thread. ati fanboys are just targeting him due to thier lack of knowledge.
 
i dont see whats so special about this case, its nvidias own code that ENABLES AA to work in batman, it DOESNT DISABLE it for ATi cards.

unlike how ati have played it with valve and destroyed nvidias performance in half life 2. it was shown countless times then the nvidia cards were forced to run the ati shader path they gained a considerable boost in speed.
now thats direct sabotage.

and then take into account the first call of juarez game. the AA is messed up for nvidia cards due to the implementation that ati mande the developers of that game use.
nvidia cards suffered a dithering effect when anti-aliasing is enabled in that game. go read up about it in the call of juarez forums.

ATi are the worst at this yet people tend to ignore this.

so far i agree with all the points made by Roff in this thread. ati fanboys are just targeting him due to thier lack of knowledge.


No, the issue with half life 2 was that nVidia's cards used a rendering method that didn't meet the DX9 spec correctly, so they had to default to the DX8 path to avoid the performance hit.

Take note that those cards were the GeFarce FX ones, they were quite poor all round.

As for CoJ AA, it's shader based AA, the type of AA that was supposed to be used in DX10 in the first place.
 
You've quoted uv but my post is in his place? :confused:

As for shader based AA looking poor, it looked fine to me when I played through CoJ.

Haven't looked at it in CoJ but typically with shader based "AA" you either get too much softening in the overall image, or great quality but massive performance hit and not much inbetween.
 
Haven't looked at it in CoJ but typically with shader based "AA" you either get too much softening in the overall image, or great quality but massive performance hit and not much inbetween.

Ah, no that's not what I'm talking about.

I completely get what mean though.

Those wide/narrow tent AA settings that ATi introduced with the 2900s were utterly atrocious.

The only decent one was the edge detect, and that was broken for quite a while.
 
No, the issue with half life 2 was that nVidia's cards used a rendering method that didn't meet the DX9 spec correctly, so they had to default to the DX8 path to avoid the performance hit.

Take note that those cards were the GeFarce FX ones, they were quite poor all round.

I agree the GeForce FX cards were poor but actually they met the DX9 specification better than ATI did, the performance hit was from being forced to run in full FP32 precision, whereas 9x00/X800 only ever supported FP24.

ATI didn't implement full FP32 precision until a generation or two later.
 
That and the fact that the shader ops and pixel fillrate was almost half on the FX cards compared to the "comparable" ATI card of the time... so a bit of a double whammy for DX9 performance comparisions... which meant nVidia did some really horrid "opptimizations" to get performance up resulting in crap looking shaders.
 
Back
Top Bottom