7. How has Intel responded to the introduction of T&L? Positive,
negative...
Obviously I cannot speak for Intel, so you might try asking them directly
for their opinion on this. 3dfx feels that for this next generation of
products that it is much more important to concentrate on the problem
of limited fill rate and to improve image quality by doing real-time spatial
anti-aliasing and adding special effects than to start offloading functionality
of the CPU. Because the reality is that games will not be able to take
advantage of hardware geometry for quite some time in the future, and
in the meantime Intel continues to introduce faster and faster processors.
8. DX7 introduces new effects like Vertex Blending. What is it
and is it really
useful? Can you give some examples?
Vertex blending is simply being able to take a given vertex and have it
be transformed by more than one matrix. This can be quite beneficial in
some cases when trying to model joints and other smoothly connected points
on a model. To be honest, however, it's not a feature that we've heard
developers asking for so I think we're going to have to wait and see if
it gets adopted widely.
9. Bump Mapping: Embossing, Dot3, Environment... which do you
prefer and why?
Well, quite frankly all of them have their own merits and drawbacks. I
am personally not a bump mapping expert so I'm going to pass on this one…All
I know is that none of them seem to be resonating very well with the development
community.
10. Cube environment mapping... is it really as good as NVIDIA
makes it sound or
do you agree with the problems I pointed out in our article?
I think you nailed it with your assessment in your article. It certainly
was no coincidence that none of the demos NVIDIA showed with NV10 had
dynamic environments. Since the performance penalty is so severe using
cube environment mapping, we believe it will be relegated to very specific
special effects features. And, we also believe, those specific special
effects can just as readily be done with spherical environment mapping.
So, all-in-all, I don't believe cube environment mapping to be adopted
in any widespread fashion by the development community.
11. Can T&L scale with the CPU? Will T&L on a P2-300 be
the same as on a P3-500?
Well, this is a more complicated question than it sounds because often
times faster CPUs are coupled with better chipsets, faster system memory
configurations, faster AGP busses, etc. However, if you could truly compare
an apples-to-apples P2-300 versus a exactly-equipped P3-500 (same memory
chipset, same memory type, same AGP bus speed, etc.) then I think the
geometry performance for a full hardware-accelerated T&L engine would
remain fairly constant. That is not to say, however, that the overall
gaming experience is still not better on the 500 MHz P3 than it is on
the 300 MHz P2. There are still significantly complex work that needs
to be performed on the CPU, such as AI and physics. What will make the
biggest difference on hardware-based T&L is memory and AGP bus speed.
It's very unclear to us how well hardware-based T&L solutions will
perform on AGP 2x and below busses. Because in order for hardware T&L
to offer substantial performance advantages, the vertex data has to be
pulled directly from AGP system memory without any CPU intervention. The
problem with this is that even triangles which are backfacing and would
normally be discard (i.e. "culled") by the driver now get transferred
down to the 3D accelerator. So, in effect, hardware T&L chips will
actually require more AGP and memory bus bandwidth than chips which perform
the transform in software. So, we really feel AGP 4x is almost required
for good hardware T&L performance. That is something most consumers
don't fully understand quite yet.