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#178736 - 10/09/2003 22:12 Half Life 2 Benchmarks
drakino
carpal tunnel

Registered: 08/06/1999
Posts: 7868
Looks like independant numbers will be coming soon, but from Valve's own numbers, there is definitly something going wrong on NVidia cards and DX9 stuff.



The "mixed mode" is a special NV3x codepath that they made that disables some DX9 features to try and get peformance up.

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#178737 - 10/09/2003 22:26 Re: Half Life 2 Benchmarks [Re: drakino]
ricin
veteran

Registered: 19/06/2000
Posts: 1495
Loc: US: CA
Ouch. Yep, I'm gonna need a new video card.
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#178738 - 11/09/2003 00:53 Re: Half Life 2 Benchmarks [Re: drakino]
RobotCaleb
pooh-bah

Registered: 15/01/2002
Posts: 1866
Loc: Austin
i wanna see 9700
not a bunch of geforce and one ati card

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#178739 - 11/09/2003 01:11 Re: Half Life 2 Benchmarks [Re: RobotCaleb]
Roger
carpal tunnel

Registered: 18/01/2000
Posts: 5683
Loc: London, UK
and one ati card

Suits me -- I've got a Radeon 9800 Pro .
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#178740 - 11/09/2003 02:36 Re: Half Life 2 Benchmarks [Re: drakino]
BartDG
carpal tunnel

Registered: 20/05/2001
Posts: 2616
Loc: Bruges, Belgium
There's also a post on Anandtech about this. They come to the same conclusion, and will post their own numbers tomorrow.
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#178741 - 11/09/2003 08:47 Re: Half Life 2 Benchmarks [Re: BartDG]
tman
carpal tunnel

Registered: 24/12/2001
Posts: 5528
Ouch. Definately need to get a new ATI card it seems.

nVidia can't be too happy with these results though. Wonder what they'll say the reasons for the poor performance are?

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#178742 - 11/09/2003 10:44 Re: Half Life 2 Benchmarks [Re: drakino]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
I hope it's just an Nvidia driver bug that will be fixed in the next couple weeks...
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Tony Fabris

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#178743 - 11/09/2003 12:55 Re: Half Life 2 Benchmarks [Re: tfabris]
hybrid8
carpal tunnel

Registered: 12/11/2001
Posts: 7738
Loc: Toronto, CANADA
Must be the same bug that generates a high quality screen capture from a lesser-quality real-time display I guess. Boy oh boy, when you start detecting a game's capture routines and then subbing out to render a new image instead of the real contents of the frame buffer, that's stooping pretty low.

Tony, you might be happy to know I hear they've disabled at least some of the fog in the NV code path, so you probably won't have that pop-through issue with HL2.

Bruno

http://www.hardocp.com/article.html?art=NTE5LDE=
http://www.gamersdepot.com/hardware/video_cards/ati_vs_nvidia/dx9_desktop/HL2_benchmarks/001.htm
http://www.gamersdepot.com/interviews/gabe/001.htm
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#178744 - 11/09/2003 12:58 Re: Half Life 2 Benchmarks [Re: hybrid8]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
I just wish Gabe would have said something a couple of months ago instead of waiting until three weeks before the game is due out.
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#178745 - 11/09/2003 13:22 Re: Half Life 2 Benchmarks [Re: tfabris]
RobotCaleb
pooh-bah

Registered: 15/01/2002
Posts: 1866
Loc: Austin
i believe the downfall is in the shader 2.0 algorithm on the cards.

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#178746 - 11/09/2003 15:20 Re: Half Life 2 Benchmarks [Re: drakino]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
Ah, the stuff just keeps flying, doesn't it?

Although it may be unpleasant to be a gamer caught in this crossfire, it is at least interesting.
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Tony Fabris

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#178747 - 11/09/2003 22:47 Re: Half Life 2 Benchmarks [Re: tfabris]
tman
carpal tunnel

Registered: 24/12/2001
Posts: 5528
This article may explain something about the terrible nVidia performance.

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#178748 - 11/09/2003 23:04 Re: Half Life 2 Benchmarks [Re: tman]
drakino
carpal tunnel

Registered: 08/06/1999
Posts: 7868
Basic summary that I can tell from that article is that NVidia choose a very different way of doing shaders compaired to ATI, and since the R300 is what DX9 was designed around, ATI sees the benefit of having better peformance with the native DX9 shader uses.

Not knowing what actually goes on during DX development, I'd just like to comment that this definitly seems like the typical MS game of setting standards. While OpenGL seems more like open source, and either company throws in what they want into the mix until a standard is decided on.

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