Tech Arena heeft een interview met Steve Mosher van Creative Labs op het net gegooid. In het interview wordt gesproken over Creative's GeForce 256 kaartje (de Annihilator, koele naam ):
Tech Arena : Why is TL Acceleration more prominent in nVidia’s technology advantage over a super high fillrate?
Steve : It’s not. I like to think of the GeForce256 as two chips. First it has a 4 pipe rendering system. That’s twice the pixel processor power of the Ultra. What does that mean to end-users? It means if your playing “yesterday's games", then you will see a large increase (under NDA) in the performance of those games. So the Annihilator is a great legacy accelerator. It accelerates your legacy games. In addition it has 2 geometry pipes that will accelerate games shipping today, and games shipping tomorrow. The developer reaction to adding support for T&L has been great. I've even heard of some very clever guys doing T&L patches to some legacy games. (Ed Note : Hmmmm… *grin*)
The reason for adding T&L is obvious: you have to lead or follow. We led with a 12MB game card when everybody said no games need 12MB. We led with a 32MB and 32bit rendering, when the followers said games are 16 bit and don’t need lots of texture space. And I think the people who bought that technology were glad when developers started pumping out more graphically demanding games. The same holds true with T&L. Its about creating a platform that developers find compelling. It’s not about accelerating the old games better, its about doing that PLUS giving a end user a lot a head room for games that require higher poly counts.