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Door , , 1 reactie
Bron: Tech Arena

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.

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