PC Insight heeft lopen babbelen met een ATi mannetje over hun nieuwe Radeon videokaart waar Tom's Hardware Guide vandaag nog errug over te spreken was. Hieronder een selectie uit de 20 vragen die je hier kunt nalezen:
Q6: The Radeon supports DirectX 8. What does this mean to the end user?
Rene: When designing the Radeon, we did not only look at what will be available by the time we launch it, we did of course spent some thought on what will be the next step in graphics. So we already support features that will become available with DirectX 8. So by the time games make use of DirectX 8 features, Radeon users will be able to take advantage of these features. Most games that will be released for this years holiday season however are based on DirectX 7, needless to say that we fully support DirectX 7 as well.
Q7: What you do think about FSAA? Which is more important, TCL or FSAA?
Rene: Both features are designed to improve the picture quality, and they both do their job. I do however believe that TCL adds more realism to a scene than FSAA. If you anti-alias a low-polygon-count object, a ball for example, you will still see that it has a low polygon count. If you take the same object and you increase the polygon count, then the ball will become “rounder”. TCL will become more and more important for future games, about 50% of the major game titles for this years holiday season will support hardware geometry acceleration.
Q11: Keyframe Interpolation is a feature in the Radeon. How does this benefit the end user? Will this result in higher framerates?
Rene: If a game or any other application uses the Radeon hardware for keyframe interpolation, then this will result in higher frame rates, because the calculations can be done in the graphic hardware, not in the system processor. Keyframe interpolation is one of the features that we consider important for future games and 3D applications. We do not only want to match a given feature list, as a big player in the graphics industry we want to drive the market. Making a feature like keyframe interpolation available to the game developers today means that they can play with it, they can try things out, they have a piece of hardware available that allows them to try new stuff. And if the like it, they can use it in their game to make facial movements for example look more realistic.
Q16: Memory bandwidth seems to be the bottleneck especially at high resolutions and colour depth. Will this new architecture do something to alleviate this situation?
Rene: In order to cut down on the memory bandwidth requirements we have designed HyperZ. This feature allows us to determine wether an object or parts of an object will be visible or not before we render it. If it is not visible, we don't render the object and we safe memory bandwidth.