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Posted by Brandon Sandman Bell on Monday September 29, 2003 - 06:32 PM

(Post a comment)

» An Interview with NVIDIA's David Kirk

Just recently we had the chance to speak with NVIDIA's Chief Scientist, Dr. David Kirk. Over the course of the interview, we discussed a range of topics on the GeForce FX architecture, how it compares to RADEON 9800, as well as some of the early benchmark results with games such as Half-Life 2 and Tomb Raider. Read the scoop on this and more in this article!

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#60 Author: Anonymous at 01:37am 10/9/2004  
Comment:
Reply to This
I am extremely surprised to find out that Dr. David Kirk is a
Doctor-WOW Throw me for a loop! You are simply amasing David-Your
Squirrell Gurl

 
#59 Author: Anonymous at 08:08pm 10/7/2003  
Comment:
Reply to This
anyone know when det 50 is going to be released?

 
#58 Author: Anonymous at 10:25am 10/5/2003  
Comment:
Reply to This
hmmm, consumer expectations are VERY high nowadays.

 
#57 Author: Anonymous at 09:51am 10/3/2003  
Response to #55:
Reply to This
Yes, 24-bit (integer) color is 3 8-bit values (RGB). 32-bit color
is pretty much the same thing, it is just easier to access 32-bit
values (simple addressing) and the extra 8-bits can be used as an
alpha channel. Matrox is offering a 10-bits per color mode, but
Carmack said that isn't really useful in 3D because the 8-bit alpha
channel is more necessary than higher color range.


16-bit and 8-bit color (and 4-bit) are generally palletized. With
these, the 16 or 8-bit value is converted using a table to a 24-bit
value. I have seen some crappy old Linux drivers that used 5-bit
RGB values fit into a 16-bit value but this is pretty rare
nowadays.


I think, but I'm not sure, that when we are referring to FP16, FP24,
and FP32 that we are referring to the values per color. So, storage
wise, I think FP16/24/32 use 48/72/96 bits of storage per pixel
(64/96/128 with alpha channel). Is this correct? Does anyone know
whether the frame buffer ends up holding FP values or if the FP
values are just used for internal shader calculations in HL2/DX9?

 
#56 Author: Anonymous at 08:25am 10/3/2003  
Response to #55:
Reply to This
With DX9 level hardware like the Radeon 9700/9800 and the GeForce FX
architectures, the internal color precision refers to floating point
formatted numbers, not integers. Using floats helps accuracy in
color-blending operations than just the straight representation of
color. When the image is finally rasterized to the frame buffer, are
the colors snapped to the nearst 24-bit integer.


When you hear something like 32-bit (integer) color, it usually
refers to 24-bits RGB with an extra 8 bits of alpha channel. I've
never heard of a 10.33-bit color components. 16-bit integer color
is usually 5-bit Red, 6-bit Green, 5-bits Blue. The human retina is
more sensitive to Green, which is why it gets an extra bit.

 
#55 Author: R0mm3l69 at 06:20am 10/3/2003  
Response to #54:
Reply to This
Um, you sure about that? It's processing/delivering RGB color. For
32 bit is that 10.33 bits/channel? I was under the assumption that
the Vid cards rendered in Bit depth/color channel. Hence 16 bit =
16bit's Red, Green, Blue... 32 bit = 32 bits of Red, Green, and
Blue data. Is the NV calculating 8bits RGB and 8bits variable
transparency to render 32bits composite? Anyone? Clarification?

 
#54 Author: Anonymous at 05:05pm 10/2/2003  
Response to #27:
Reply to This
Ummm. 24-bit color isn't a 24-bit integer. It is 3 8-bit integers,
so there is no 24-bit integer unit there. The postscript example is
a valid one though. I also agree that given the capability of the
hardware, 24-bit was "good enough" and the better choice,
though in the future it will probably be replaced by 32-bit. He may
be right about 32-bit geometry being necessary, but I am skeptical
that 16-bit is good enough for high-dynamic-range color.

 
#53 Author: Anonymous at 03:39pm 10/1/2003  
Response to #22:
Reply to This
"What I feel Nvidia needs to do, is tell fans their
game plan to come back. They sort of did, but it
was vague."

Yes, they did come out and said it... They said that graphics will
no longer their main focal point. It better not be... they better
put out a card that doesn't require any cheats!!!

 
#52 Author: Anonymous at 08:40am 10/1/2003  
Comment:
Reply to This
What David Kirk is saying in his laborious way is this:
ATI won the last round.
ATI won this round.
nvidia is now deemphasizing their graphics products

Ladies and Gentlemen, I give you the next 3dfx!

 
#51 Author: Anonymous at 04:03am 10/1/2003  
Response to #48:
Reply to This
Wow, this article has got to be some of the best PR none answers I
have seen in a long time. Well, at least until the last time we saw
this with the FutureMark debacle :-)


1) Cg was created because noone, not even Microsoft, thought of
creating a high-level language for shaders. I really do wonder if
Microsoft would throw away a strategic opportunity. Don't Microsoft
have a group that concentrates solely on compilers? It's a good job
nvidia showed them the light. Also, ever heard of renderman? That's
like a high-level language isn't it? The arrogance and stupidity of
this "fact" is amazing.


2) Drivers. Perhaps some time should be spent on something called
stability rather than app hacks would be useful? Or, on second
thoughts, let's have a compiler in the driver in kernel-mode. Yep,
we can do that. We are great and it will be really stable. Yes,
let's do that.


3) 24-vs-32 bit. I wouldn't be suprised that the decision was made
in hardware after the DX9 spec was revealed to ati and nvidia and
nvidia decided it was better marketing to have 32 bits rather than
24, because it's "bigger". No doubt the performance wasn't
as expected and did come back to bite them. Shame, but admit it,
don't pass the blame.


4) Benchmarks. The proof will be in the applications. If performance
differs significantly when a game is patched or altered in some
trivial way then we know there are no hardware deficiencies still
and that we just need a new "optimized" driver.


I'm sure the FX is a GREAT Doom3 renderer, and if you only want to
play Doom3 and Doom3-engine games then you need look no further.
Carmack has done all the work

Read the rest of this comment...

 
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