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Page 2 of 4
Part 1: Valve
The past year has brought us Two long awaited titles:
Doom3 and Half-Life 2.
They
were both scheduled to be released at about the same time, Doom3
managed to pull it off. Valve, on the other hand, had some issues to
resolve before Half-Life 2 could reach it's market.
Court cases,
code thefts, and one very unhappy fan base plagued Valve during the
run-up to release. Although this is unfortunate, it did bring out a lot
of information about just what is happening in the PC hardware market.
The First bit came out in early September, 2003, during ATI's ShaderDay. ShaderDay was ATI's technology showing for the 9800pro/xt, the then, highest performing card for gaming on the market
Valve
was there too, giving a demonstration of their upcoming game, and what
their game engine could do. A question was asked of Valve "How are you
optimizing for Nvidia?" The answer opened a can of worms!
Fans
were told that optimizing for Nvidia, (ATI's chief competitor) was just
not worthwhile. That Valve had spent most of their time on optimizing
for Nvidia already, but that performance of Nvidia's line-up was very
lacking. They sited benchmarks from other games currently on the
market.
Fans knew there had to be another story. As in some
cases, ATI's 9800Pro paled in comparison to the Nvidia counterpart. So
what was going on? Thankfully someone had the nerve to ask. ATI
responded pretty much with "Well, it works a bit like this, on the gpu
itself, ATI cards have 8 physical registers for accepting data, while
Nvidia's only have 5. Half-Life 2 is a DirectX 9 game, and DirectX 9
requires 24-bit precision.
Naturally, 24 fits nicely into 8
registers...in 3 simple passes. But with Nvidia's architecture,
it takes 5 passes, and one of the registers never gets used. Simple,
but that's what's happening. But really, it's not that big an
issue. Nvidia could solve this problem very easily in the driver." The products Nvidia were marketing as DirectX 9 capable were actually not fully compatible...they could not do 24-bit precision efficiently, they excelled at DirectX 8, but that was last year's news.
So,
in response, Nvidia quickly released a driver that solved a lot of the
performance issues and shortened the performance gap between themselves
and the competition.
But few were buying it since Nvidia had
recently been exposed writing optimizations into their drivers
for a major 3D card benchmarking utility - optimizations that let
Nvidia's card give almost identical visual results, but perform far
better.
It sadly also prevented Nvidia's cards from being able
to do certain types of work, unless it would really needed at a later
time.. Then astute fans began to ask ..."IF Nvidia can pull this off at
the driver level, and get the needed performance, then why can't Valve
do something to improve Nvidia's Halflife 2's compatibility?"
Valve's answer was that it was way too much work. So what WAS the huge difference that held Nvidia back, and Valve was just not willing to undertake?
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