Gamer's Alliance heeft een nieuwe dedicated Savage2000 site geopend: Savage2000.com (of Savage2k.com). Om de opening van de site wat op te vrolijken hebben ze een interview gepost met Paul Ayscough, marketing director van S3:
Q: Will you run in to similar problems as GeForce non_DDR with not having enough memory bandwidth?
A: I didn't know that GeForce had memory bandwidth problems! Savage 2000 should not have significant memory bandwidth problems.
By Christmas there will be about 10 retail titles using between 500 megs and 1 gigabyte of textures in the game. Typically they will have 60 - 90 megs loaded at any one time - using S3TC. The advantages of using S3Tc are numerous:
- The quality is superb!
- it's the only widely supported form of texture compression in it's class,
- it allows for a single CD to ship with up to a GIG of textures - or more
- it uses less hard disc space
- it uses less video card.
- it uses bandwidth more efficiently...
Q: What are the differences between Savage2000 T&L and GeForce T&L?
A: Our T&L engine probably uses fewer gates than GeForce. However, we are able to deliver all 8 lights on at the same time with no slowdown. [Why only 8 lights. Find out here.] I have heard that GeForce slows down if all 8 lights are used at the same time. While I do believe Geforce's T&L engine is more powerful in some aspects, I feel that we have been careful in the number of gates we have used to support the feature. Our engine is able to handle a reasonable number of polygons at one time - more than enough for most games due in the near future. According to our research there will be few titles which will use excessive numbers of polygons [10-20K] in the next few months. We are giving the developer and the user the chance to use hardware T & L, while concentrating more on the key areas for the foreseeable future - namely highest quality rendering with industry leading multitextured fill rate!
Check Savage2000.com voor het complete interview.