Onze vrienden van Planet GeForce babbelden met Markus Mäki van MadOnion (in een vaag verleden bekend onder de naam FutureMark) wat heen en weer over koetjes, kalfjes en 3DMark 2000:
G: It seems that despite the fact that a rather large number of game developers (list at NVIDIA's site) are gearing up to produce T & L (Transformation and Lighting) ready games, a few
people are downplaying the importance of this technology. As a developer what are your thoughts on the significance of T & L?
MM: First and foremost, the most important thing to consider is how many of these games just use HW T&L, but don’t really take full advantage of it - adding some level of DirectX 7 HW T&L support is not difficult, but making a game that fully scales from low end to high end (and takes advantage of the level of content a GeForce can handle) is probably something most game developers are not ready to do just yet.
We've also seen with 3DMark2000, that if the effort is put into developing a software T&L implementation, CPUs can be almost as fast as HW T&L.
Meer stuff in het interview.