4. How can we solve the timing difference between T&L and
render core? I mean T&L has a rather specific amount of math and thus
cycles while rendering is dependent on the size of the polygon (more
or less cycles needed). Where would you locate the buffer to solve this?
Well, this is a very implementation-specific question. I do not know the
specifics of how GeForce or Savage 2000 have dealt with this issue. But
it is a very real one that needs to be solved in an appropriate manner,
otherwise you could easily see a dramatic difference between "peak" and
"sustained" overall performance.
5. More fill-rate requires more bandwidth. How do you plan to
tackle this
increasing problem?
Well, again you're getting into very implementation-specific issues. Different
hardware vendors are solving this problem in a variety of ways. From pixel
caches to chunking-style architectures to embedded memory, everyone has
a little different idea on how to deal with it. How you do it really is
irrelevant - it's the sustainable performance that results that users
care about.
6. S3TC is finally seeing some support, years after it was introduced,
how long do you expect that it will take to see the first killer app that
needs T&l... after all Quake3 is only designed for about 10.000 tri/sec...
Well, like any new technology, it will take some time to see games actually
take advantage of a new feature. One certain problem with hardware T&L
is that developers still have to worry about their games running well
on older hardware. So, the advent of hardware T&L has actually widened
the gap between the minimum set of hardware that a developer has to support
and the top-of-the-line 3D accelerator. This makes it even more difficult
on the developers, and I think as a result will slow the acceptance of
hardware T&L used to its full potential.
One big misconception is that games which are written with OpenGL will
automatically get faster than using hardware T&L. The reality is that
OpenGL is a very broad, full-featured API, and it is very dependent on
how the game is written and which routines of OpenGL are used as to whether
that game will see performance benefit of a hardware T&L accelerator.
Games must be written in certain ways even with OpenGL to see substantial
performance improvements, so this will require lots of evangelism to make
happen. And obviously, there are no DirectX titles which can take advantage
of hardware T&L until developers start to use DirectX 7. So, as you
point out, it's going to take some time before we really see broad support
for hardware T&L.
This is exactly the reason we're so excited about our T-Buffer technology
with full-scene spatial anti-aliasing. It requires NO evangelism to the
development community. A user can buy a T-Buffer enabled 3dfx 3D accelerator
and immediately play existing games with dramatically improved visuals.
No waiting around for a trickle of titles which support some new features.
When the first T-Buffer enabled product is launched for this Christmas,
users will have over 500 titles to choose from which can take advantage
of full-scene spatial anti-aliasing. That is a very compelling features
which users are very excited about.