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NVIDIA Editor's Day Report
November 02, 2003 Jakub Wojnarowicz

Summary: NVIDIA Editor's Day occured last week, but we weren't content just to give a news summary of it for you. We took a look at NVIDIA's claims, their points of contention with their competitors - straight to the pros. With honest commentary from programmers Tim Sweeney of Epic and Tim Little of ION Storm, as well as answers from various devs about why they came, we bring you this 9-page report on the event. Read, digest, and be merry.


OverviewPage:: ( 1 / 9 )

NVIDIA Strikes Back?

There’s a lot you may have heard about NVIDIA Editor’s Day. No doubt there are plenty of reports floating about the conference and what happened. You’ve certainly read reports of game developers showing up to support NVIDIA, and others simply taking the time to market their games. There has no doubt been coverage, honest and disingenuous, favorable and otherwise, of the statements made by NVIDIA’s engineers and reps, as well as their esteemed CEO, Jen-Hsun Huang.

Now, when it comes to finding out what it all means, there has been little discussion. Well, let’s disregard the comments from leading members of the peanut gallery who weren’t even at the event and are simply maintaining their image of a fair and balanced neutrality by kissing the other side’s ass this month. Picking and choosing quotes from a third party and shaping them to suit your own purposes hardly qualifies as professionalism.

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However, I should make it clear – while I have as much interest or more in hardware than your typical hardcore gamer, I’m no Brandon or Chris. So rather than focusing on the technical aspects of what NVIDIA was saying and elaborating on that, I’ve approached the game developers themselves for comments and elaborations. Some have chosen to remain anonymous or stay off the record, but their answers to various questions have shaped the opinions that lie herein.

But first, a prelude

Firstly, and this has nothing to do with the conference, it’s time to clear the air of a little popular myth. NVIDIA isn’t 3dfx. NVIDIA’s development as a company doesn’t mirror that of 3dfx. To dispel notions of NVIDIA’s impending doom, the “3dfx curse” and other such nonsense, all one needs to do is look at the financial results for NVIDIA and ATI. Both experienced gains in the last quarter, and while NVIDIA is down relative to its peak, they still maintain a lead that they aren’t keen on relinquishing.

There are some interesting insights to be gleaned from the NVIDIA notables and their attitudes. To further contrast NVIDIA and 3dfx: while 3dfx representatives had an air of hopeful neediness around E3 2000 when they launched the Voodoo5, and were downright desperate a year later when demonstrating the 6000, NVIDIA employees are quite confident and calm.

However, there’s no denying that NVIDIA took the Editor’s Day event very seriously. To suggest that this is a careless response to ATI’s Shader Day and that they disregard their competitors would be a false conclusion. Derek Perez himself expressed surprise that NVIDIA’s CEO, Jen-Hsun Huang, stuck around all day to watch and participate in the proceedings. Mr. Huang, despite his considerable skills in the matter, isn’t a marketing or PR man. As a CEO, he has important duties and his continued presence at the Editor’s Day gives us a hint of the event’s gravity.

The candid nature of the event and the admission that they have been on the defensive for a long time is further proof, and we’ll get to that shortly. Indeed, some may take a more critical view of this and state the opinion that the impressive array of NVIDIA notables was there to because of the seriousness of the matter.



SIDEBAR: I had the immense pleasure of meeting two Japanese writers, who gave me some very interesting perspectives on PC gaming in Japan. My thanks go out to Tsuyoshi Yoshida and Kenji Yoshida (no relation).


Jen-Hsun’s CommentaryPage:: ( 2 / 9 )

A critical look

At lunch, we humble members of the press enjoyed “a fireside chat” with the disarmingly matter-of-fact Jen-Hsun, and Todd Hollenshead, CEO of id. To get a full appreciation of the effect this had, it helps to remember that id has an untarnished reputation in the industry. Nobody is about to accuse John Carmack of fudging numbers or bias when it comes to computer hardware, while id’s financial status and fierce independence makes it rather unlikely they were bought a spot at the conference or compelled through contract to appear. A quick email to Todd Hollenshead resulted in the predictable response:

I went because we like what they're doing from a technical standpoint, they're a good business partner of ours, and they asked if I would come and talk about our relationship and DOOM 3. Frankly, there was little marketing benefit from that sort of event for a game like DOOM 3 and, as I said at the event, we're not under contract with them (apart from NDAs). I was there because I wanted to be there and I like getting an opportunity to interact with groups from the media. I wish I would have had a little more time to spend there.

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With such unflinching support, it becomes very difficult to separate the honest statements made by both presenters, and the colorful angles presented by Jen-Hsun Huang along with the rest of the NVIDIA staff. This is compounded by the disturbingly open and honest discussion going on at the event, with NVIDIA being barraged by questions and a few accusations at many opportunities. Finding a great big lie is a lot easier than catching the small spins put on every answer.

Jen-Hsun’s pet Paper Tiger

During the dialogue with Todd, Jen-Hsun made it a point to downplay ATI as a rival despite their strong resurgence which coincided with the release of the R300 and R350. Rather, he was focused on Intel as a competitor, stating that NVIDIA lost its pre-eminent position to Intel because of the embedded graphics hardware market. “Free”, as he stated, “is hard to say no to”. Putting the onus on writers, Mr. Huang suggested including benchmarks of embedded chipsets, in order to demonstrate their inferiority to the public.

That’s fair enough, and in the future, this will be an issue that we, the media, will have to tackle. It’s easy to dismiss embedded graphics now, but if they dominate the market, game developers would be suicidal to not cater to the lowest common denominator. If the sales of add-in cards like Radeons and GeForces drop, there might not be a market for high-end games. It’s an unlikely scenario, but it’s ugly and possible enough to worry about.

Except, that isn’t NVIDIA’s concern right now. NVIDIA has to worry about ATI for now and for the immediate future, no matter how they try to paint matters. And indeed, NVIDIA’s CEO spent considerable time talking about ATI, though not how you might think.



SIDEBAR: Jen-Hsun Huang is NVIDIA’s best PR weapon. He has the amazing talent of being able to focus exclusively on you, speaking in a calm, deliberate fashion (without sounding labored or condescending), answering questions – serious and inane, while there’s a major analyst from a huge Wall Street firm awaiting his attention.


Paper tigersPage:: ( 3 / 9 )

About-face

To those who haven’t been paying much attention, NVIDIA has been receiving a beating in several media outlets for their “optimizations” to certain driver releases, in order to improve the apparent performance of the NV3x line. There were charges, very fair in many cases, that these optimizations were little more than cheats.

Having had their noses bloodied and learned their lesson, NVIDIA took the opportunity to spell out their new policies at the Editor’s Day and take the high road – relatively speaking. They set up new policies on optimization, a farm of computers to automatically compare image quality between driver revisions and they’re promising more detail in driver release documentation. Here’s the relevant point from the FAQ in the presentation binder:

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Q: How has your driver development changed as a result of the cheating accusations?
A: We will continue to do application specific performance optimizations and compatibility fixes. We met with Futuremark and discussed the optimizations they questioned. Some of the optimizations (such as intelligent color clears and clip planes) they viewed as too aggressive, so we have removed them from our drivers. We have new, stricter guidelines in place to insure that questionable driver optimizations do not get introduced in future driver builds including:

An optimization must produce the correct image
An optimization must accelerate more than just a benchmark
An optimization must not contain pre-computed state

Strong words, certainly. As you can see in Chris’s image quality shootout, for the most part, NVIDIA has backed them up. There are certainly optimizations out there that affect image quality (such as the fishy trilinear in UT2K3), but in general this can be considered a good development. Indeed, NVIDIA placed the onus on journalists to hold ATI up to the same standards, demonstrating several optimizations that cheat end-users of image quality, in current Catalyst drivers.

Finger-pointing

One of the more interesting points Jen-Hsun tried to make was that ATI apparently spends far too much of its time worrying about what NVIDIA does. Allegedly, ATI engineers dissect NVIDIA drivers and attempt to spot optimizations that affect image quality. Then, in turn, they passed this information on to journalists at ATI Shader Day.

Not that it matters at all. As far as any gamer should be concerned, both companies keeping tabs on each other on this matter is a Good Thing™. While it may get out of hand as the competition heats up, at the moment it serves consumer interest by keeping both companies honest. In the end, gamers will get improving performance without sacrificing image quality. Engineers on either side are far more likely to spot and prove cheats than simple hardware reviewers. The only downside to this is that the media may become little more than mouthpieces for the companies, and thereby slacken their own independent investigation efforts.

Taking a different perspective on the matter, several developers present had a beef with end-users being able to toggle options that affected the quality of the game. Their point was that they wanted gamers to play the game the way that they envisioned it. That’s a fair point, but as the owner of a game, if I want to play it with all details turned down for maximum framerate, or a fancy driver effect to make it look like a black and white movie, that’s my prerogative.

In the end, the best policy is to make optimizations that affect image quality an option left off by default. It’s up to the gamer to decide whether or not he wants to exchange quality for framerates. The sooner both major chipset makers realize this, the better.



SIDEBAR: Attendees stayed at the W hotel in downtown San Francisco. It’s got nice rooms, but tries to be hip and chic a little too hard. It’s good for a laugh though – the W is home of the $4 snickers bar.


Things we can’t disputePage:: ( 4 / 9 )

Batting 0.024

NVIDIA representatives took pains to mention their driver stability and were backed up on this by several developers. They brought up a statistic about tech call support ratios. Despite comprising a large fraction of the chipsets used with the game, only 6 out of 250 calls would be regarding NVIDIA hardware. Unspoken, and likely exaggerated, is the implication that the remaining 244 were about “the red company”.

Having failed to provide the percentage of ATI owners that made the call, NVIDIA would therefore make themselves a seemingly easy target for ridicule on this point. However, although no developer spoke the words, more than one made the implication that ATI users made more than their fair share of calls. Our own experience has shown that the Catalyst drivers are an improvement over ATI’s past efforts, but they’re still somewhat behind the Detonator… err… ForceWare.

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The devs themselves

There are more than enough rabid fans of each company out there that accusations of bias, buy-offs and marketing contracts are sure to fly at the developers and even media who attended the event. Todd Hollenshead already gave his reasons for attending on page two, but two quotes from Randy Pitchford of Gearbox shed more light on the matter.

I came to the conference because I respect nVidia's commitment to software quality (drivers) and I was impressed by their focus on developer support. I want to encourage that behavior amongst the IHV's.

nVidia did not pay me or coach me - I had no idea what their presentation was going to be or what any one else was going to show or talk about. The only thing nVidia requested was that I didn't say anything negative about their competitors. My objective was to talk about how Halo was engineered to use the various hardware on the PC and how nVidia participated through their developer relations program. I hoped that by doing so that the audience would learn that there's infinitely more to making a good graphics card than speed (although speed is important!). I also hoped that the nVidia folks would get the message from me that their focus on driver quality and developer relations is much appreciated from the content provider point of view.


That’s the official line, but in a related email, Randy also stated that “I didn't realize how ugly this is when I agreed to go to the nVidia event.” This is likely the sentiment of most devs involved. They saw a great marketing opportunity and doubtless don’t want to be embroiled in a battle between the top two video chipset manufacturers.

Randy arrived with a very clear and succinct presentation in which he explained how NVIDIA’s developer relations team helped him develop Halo for the PC. Despite the apparent similarities in architecture, a rewrite was necessary to get Halo running at the target 30fps framerate.

Halo’s PC port was the first time that Gearbox ever shared source code with a hardware company. Randy’s personal expectations were very low, though he did have high hopes. It turned out that NVIDIA’s assistance on the shader side of matters resulted in not just, as might be expected, improved performance on NVIDIA cards, but on offerings from both companies. There’s no reason to be cynical about Randy’s statement. Gearbox had even less to gain by going to the conference than id, since their game is already out and selling well.

Harvey Smith from ION Storm had a more casual reply:

the reasons i went:

* good coverage for our game.

* fun with friends in SF. (staying at a sweet hotel...heh.)

* i'm super excited about DX2--it just turned out awesome.

* my schedule is now loose enough where i can travel, relax, promote, speak at conferences, etc.

Harvey took the time to demonstrate DX2 at the conference, but his tech man was unable to make the show. However, he was generous with his time and allowed us to badger his programmers who are currently in CrunchTime™ on the last days of DX2’s development.



SIDEBAR: Gearbox is strongly contemplating an attempt to work co-op into Halo. There are no guarantees but the company is willing to spends its money and time on the task.


High Dynamic RangePage:: ( 5 / 9 )

24 is too much?

Editor's Note: Brandon Bell: Gabe never said that FP16 wasn't enough for HDR though, it's just that their [Valve's] implementation uses floating point render targets which currently aren't supported by NVIDIA drivers. You can see this in the ShaderMark testing with GeForce FX 5700U, where the ATI cards are able to complete HDR tests, but the NVIDIA cards can't run them.

As you can see above, Brandon corrected a misconception of mine. I’ve left the remainder of the article untouched, in order to maintain integrity, but please keep the above in mind when reading the following. We’ll also be looking further into the non-functioning ShaderMark tests. -ed

One of Gabe Newell’s most memorable accusations levied at NVIDIA was that 16-bit is not enough for High Dynamic Range, or HDR. While we were awaiting answers from the developers we polled on this, I decided to see if I can find out for myself just what, exactly, High Dynamic Range is. NVIDIA’s GDC presentation and the SIGGRAPH High Dynamic Range Image Editor pdf can help explain in detail.

First, we have to discuss the dynamic range. A dynamic range is the ratio of the maximum intensity in an image to the minimum detectable intensity, according to the definition used at NVIDIA’s GDC 2002 presentation. What this means for computers, which work solely with numbers, is that in a 3D scene, every pixel is mapped to a brightness on a set scale. Human eyes of course have no such limitation, after a few minutes in the dark we can make out details in a dark tunnel while still seeing light on the other side, and after coming out of the tunnel our eyes can adjust to a sunny day in the park to track and catch a football.

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It turns out that lighting in computer graphics has thus far been controlled by a mere 8 bits. This means that there are 256 levels of intensity available to regulate a scene using what’s called a radiance map. This means that every light source and object has to fit somewhere into this scale. 256 levels isn’t a whole lot of detail.

To give you an example of how it’s limiting, click to pages 6 and 7 of the SIGGRAPH link. The images on page 6 are virtually identical. 8-bit detail is as good as 16-bit for this scene. However, the moment you modulate the level of intensity, as on page 7, you suddenly see the limitations of 256 levels of detail. The one on the left-hand side is left with 4 brightness levels for its pixels.

In a way, it’s best to think of HDR as a film camera with film that can adjust its exposure time dynamically to suit the situation. It could take a picture of the night sky and then capture an Alex Gonzalez home run ball against a sunny afternoon sky, all without changing the roll of film.

Is 16-bit enough?

Now that’s the $65,535 question! Is Gabe Newell right and 16-bit HDR is inadequate? Yes and no. Perhaps, for Half-Life 2’s purposes, there will be such drastic changes of light intensity that 16-bit has the same relative weakness that 16-bit rendering does.

Then again, compared to LDR, 16-bit HDR is a vast improvement. An analogy might be to take a look at the earliest 3D games, accelerated with 16-bit Voodoo Graphics cards looked infinitely better than software rendered, 8-bit images. It took until Quake III: Arena and Unreal Tournament before 32-bit rendering became a big deal. In my humble opinion, most people will simply be too struck by the difference between HDR and LDR to notice the limitations of 16-bit. Particularly since you could bet the bank against the fact that most devs aren’t fans of financial suicide and will accommodate both cards.

Taking a look at Doom 3, which has far superior lighting effects when compared to Half-Life 2, it makes me wonder just what exactly Half-Life 2 does that it needs 24-bit HDR. Then again, Half-Life 2 combines outdoor and indoor scenes on the same level, and may require that higher scale.

However, I have little doubt that in a few years, we will see a migration towards 24- or 32-bit HDR. 16-bit may very well be enough now, just as 16-bit 3D acceleration was good enough for Quake II, but progress is a fact of life. This same argument can be used against NVIDIA’s claim that mixed-mode 16/32-bit is better than 24-bit pixel shading. 24-bit is likely good enough for the life expectancy of the current generation of cards, and we might not see a real need for 32-bit until the next generation of games comes around.

Still not sure about the importance of HDR? We got some comments from Tim Sweeney on that and more.



SIDEBAR: I approached many devs, both those that attended the conference and those that did not, for their comments. Few replied, even fewer agreed to be quoted.


Tim Sweeney on the matterPage:: ( 6 / 9 )

HDR

Tim Sweeney as a more technical explanation of HDR.

Tim Sweeney: The key aspect of HDR is to render scenes with higher color fidelity, generally 16 to 32 bits per color component (instead of 8). This approach enables you to properly represent the full range of lighting and environments you see in a real-world scene.

Once you have HDR, there are lots of effects you can add on top to improve visual fidelity, such as overbrightening (having pixel colors spill into their adjacent neighbors to simulate you're eye's response to bright lights in otherwise dark environments), occular and lens effects (generating growing per-pixel corona patterns), and simulating your eyes' gradual adaptation to bright and dark environments.

You can also hack in overbrightening and lens flares in DirectX7 hardware, or even in a software renderer. Unreal 1 did these sorts of things in various stages of its development. But these are just low-precision postprocessing techniques to add neat effects on the screen; they miss out on the key benefit of HDR, which is the ability to use the higher precision to represent the color range in scenes more accurately. Eye candy: yes; high precision color: no.


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So how come we have such wildly different architectures, even in the presence of a regulating standard like DirectX?

Tim Sweeney: The DirectX9 spec defines a core feature set that all implementations must have, plus a set of optional capabilities. Unfortunately, the set of optional capabilities ranges from multiple render target to floating-point precision (some vendors use 24-bit, others use 32-bit, but potentially a vendor with some bizarre 19-1/2 bit format could claim DirectX9 compliance).

We also asked if 24-bit precision and the 64 shader instruction limit were significant detriments to ATI, to which Tim responded with a negative:

Tim Sweeney: The tradeoffs ATI made with 24-bit floating point and with the 64 instruction limit are quite reasonable for the Radeon's generation. Of course, as developers, we always want more precision and more instructions from future hardware!

So what does it mean? Odds are that your Radeon won’t be made obsolete, but optional high-detail features on future games will not work. The question is, of course, when will those games come out and will DX9-generation cards even be fast enough to run them with those details anyway? So we gave Tim a related question:

FiringSquad: Do you believe it'd be possible to take advantage of the longer instructions on current NVIDIA hardware without bringing performance to a standstill?

Tim Sweeney: You definitely wouldn't want to use a 4096-instruction pixel shader in a game shipping this year, but I can see cases where an 80- or 100- instruction pixel shader would be nice. In our third-generation Unreal engine work, we have lots of shaders where 100-200 instructions are desirable.

Beyond this generation though, talking about 3- or 4-digit instruction count limits in programs is very archaic - the theoretical instruction count limit on a Pentium 4 is 4294967296, and on an Athlon 64 is 18446744073709551616. The trend in pixel shading is to move towards higher-level languages like HL SL, where there is no obvious relationship between the source code you write, and the number of assembly language instructions generated. So, over the next few generations of GPU's, we really need to move away from fixed limits; all resources including program size and texture resolution should be limited only by available physical and virtual memory.


To understand Tim’s answer it helps to have some knowledge of what HLSL is, and how shaders are currently programmed. At the NVIDIA conference we were shown several batches of shader code, which would look very familiar to those of us who have done assembly programming. The language is very low-level and quite literally involves giving specific instructions about moving data to and from registers, multiplying, adding and subtracting by hand. Even simple concepts like “while” loops are non-existent in basic shader language. That is all changing with DX9 and the introduction of HLSL.

HLSL, or High Level Shader Language, is just that. It is to shader language what C is to assembly. What this means, of course, is that the programmer won’t have any control over the exact instructions being done by the computer, and thus won’t know how many instructions his program will take until after it’s compiled. That’s why, as Tim says, it’s very important for future cards to have instruction limits so high that for all intents and purposes they don’t exist. (Curious what HLSL looks like? Take a look! Curious about basic pixel shader language? The Direct3D 8.1 tutorial has some – do a search for ‘m3x3’ to see.)



SIDEBAR: Tim was the only dev to go on the record with his technical answers even if they might upset NVIDIA or ATI. I tried avoiding bugging the higher-profile devs like Tim or John until it was clear time was running out.


Tim ReduxPage:: ( 7 / 9 )

24-bit is not enough?

Going back for a professional opinion on the “24-bit is not enough” point that NVIDIA had:

FiringSquad: NVIDIA made a big point of saying 24-bit precision is not enough. While this is doubtless true for future apps, is 24-bit precision a limitation to you now, or you expect it to be in the near future?

Tim Sweeney: 24-bit seems fine for UT2004, DOOM 3, and Half-Life 2, so your gaming needs should be satisfied up till mid-2004. After that, who knows? There are lots of CPU applications where 32-bit floating point isn't enough, and you need to use 64-bit floating point for best results.

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Note: when I asked the following question, I mixed up 16- and 32-bit’s IEEE status; it’s not a mistake by NVIDIA.

FiringSquad: Related question: NVIDIA also stated that 24-bit is not a standard, while16 is an IEEE standard and 32-bit is a non-formal standard that has evolved in other industries. Would you say that 24-bit's "non-standard" status is a limitation? Wouldn't, in fact, its existence and current popularity among PC developers make it a de-facto standard?

Tim Sweeney: 32-bit and 64-bit floating point are defined by the IEEE 754 standard, ratified back around 1985, and are supported by the vast majority of the world's CPU's. This is definitely the direction GPU's ought to go in the future. In the meantime, I'm not aware of any similar standards covering 16-bit or 24-bit floating point, but if you're writing a game that's shipping this year or next, these formats are well-defined and supporting them isn't exactly rocket science.

As Tim clearly points out, 24-bit not being an official standard isn’t at all limiting to developers. It’s got clearly defined guidelines, is widely accepted among gamers and thus developers will continue to develop with it in mind.

However, in the future, we will migrate to 32-bit and even 64-bit (or 48-bit?) shaders. The actual life expectancy of current cards is unknown. While no one is likely to decide that NV3X or R300-series cards are obsolete prematurely, what we may see is the evolution of graphical features that the cards can’t display, even though they’re more than fast enough for the game. We’ve already witnessed this with the Voodoo5 and Voodoo3. Then again, there’s no guarantee this will occur.



SIDEBAR: Railroad Tycoon 3 is pretty sweet.


ION Storm repliesPage:: ( 8 / 9 )

Questions galore

Like Epic, ION Storm was also generous with their time and they provided answers to some questions as well, this time provided in simply Q&A format. (Note: questions were edited after the fact for brevity and clarity.) Tim Little is the Director of Technology at ION Storm and has been responsible for the development of their own custom rasterizer, Iris, to go along with the rest of the Unreal Engine technology they licensed from Epic.

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FiringSquad: NVIDIA’s claim is that their card is easy to program for but more difficult to optimize. Recent benchmarks and John Carmack’s January 29, 2003 .plan suggest that NVIDIA may be correct. What’s your take on this?

Tim Little: In DirectX 9 shaders compile down to a common intermediate format that the driver then compiles into something that works on the hardware. The closer the mapping of that intermediate format to the hardware the more direct control the application developer has over the degree of optimization. The driver must be sensitive to the amount of time spent on optimization while compiling the shader as it cannot be done as an offline process. I'll point out that id uses OpenGL and IHV extensions which offer better direct control over these kinds of issues at other expenses.

FiringSquad: ATI beat NVIDIA to market, and presumably developers, by at least 3 months. Do you think that developers starting development specifically with ATI hardware in mind contributed to NVIDIA’s woes?

Tim Little: The fact that ATI had hardware sooner than nVIDIA played into a number of things, not the least of which is how much influence they may have had on the DX9 specs. When you have hardware available for the API provider to work with during development, the API may just work better with your hardware. The opposite can also be true, if you have a full spec before you implement your hardware, your hardware will probably work better with it. I think nVIDIA fell in-between, they were both too late to strongly influence the spec, and not late enough to benefit from it. I believe that as nVIDIA's drivers improve in bridging the gap between API and hardware their performance will continue to improve. The other factor is that R300 and NV3x have different capabilities, and the fact that ATI was in developers' hands earlier did lead to developers using those capabilities, some of which are problematic to adapt to the NV3x cards. In short yes, nVIDIA was hurt by ATI beating them to market by such a large margin.

FiringSquad: NVIDIA asserted numerous times that their cards have a sufficient number of registers. However, on at least two occasions during the conference they stressed that optimizations in the ForceWare driver release would alleviate scheduling conflicts, notably a shader program using too many registers, or a single register seeing too many access attempts. Would you agree then with NVIDIA that it’s the drivers and programming, not the register count that is/was a problem with the FX cards?

Tim Little: Yes, I give several examples above of the reasons that the drivers play such a crucial role for nVIDIA. Given time they will begin to approach the performance the hardware is capable of in D3D. I believe that from a hardware standpoint the differentiators are the features of the high end cards more so than performance.

FiringSquad: Have you found the 64 shader instruction limit on ATI hardware actually limiting?

Tim Little: This wasn't an issue for DX:IW or for our Thief project, but certainly may come into play on some of our newer titles.



SIDEBAR: Wow, everybody was cutting it close with their deadlines.


ConclusionPage:: ( 9 / 9 )

The tally

It’s become rather trendy to bash NVIDIA lately. People like winners and people love underdogs. ATI is both right now – they’ve climbed their way out of the abyss and even disregarding the NV30 production delays, their timetable was catching up to NVIDIA’s. NVIDIA, in the meanwhile, is the top dog that stumbled, and it’s always fun taking the king of the hill down. Ignoring all those feelings, putting fanboyism aside, is quite important on getting a clear perspective on matters.

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The first matter is that NVIDIA isn’t dead, dying or on their way to a premature end. There was nothing about the manner of the NVIDIA reps that suggested panic, despair or even worry. Although this was obviously the image they were trying to portray… real, personal confidence is a difficult thing to fake and there was no fakery here.

The second matter is to discount NVIDIA’s claims of ATI’s technological backwardness and waste of engineering resources on discovering ‘optimizations’ in NVIDIA drivers. ATI was making good progress before NVIDIA miscalculated with the 0.13micron gamble that led to the NV30 delay. The R300 and R350 are also arguably better for today’s needs than the NV3X cards. There’s nothing to stop ATI from making the necessary changes in future cards.

Final impressions

It’s difficult not to come away with a guardedly optimistic impression of NVIDIA and their prospects, despite my initial cynicism. They had an open forum during the whole conference, answering questions and accusations. They acknowledged past mistakes, and built upon them. Some of NVIDIA’s comments went through the PR processing machine a few too many times, but in general their honesty and forthrightness was admirable.

And none of that would matter at all if the developers hadn’t been there. Yes, most wanted the opportunity to market their upcoming games, but a few didn’t really need that. id Software, not just John Carmack, have a belief in NVIDIA cards. That belief is that the cards look further into the future with their features and design.

It’s tempting to suggest, “who do you think is right – John Carmack or Gabe Newell”? We could investigate the marketing contract between ATI and Valve (pointedly, NVIDIA doesn’t have one with id.) We could make detailed comparisons between Doom 3 and Half-Life 2, to decide which looks better. In reality though, that doesn’t matter. There are certain advantages that each card has.

Once again, it comes down to the numbers that don’t lie (*cough*) – benchmarks. NVIDIA has caught up. It’s taken determined effort by their driver and developer relations teams, but they’ve done it. Are there game-specific optimizations? Certainly. There isn’t a driver out there that doesn’t have them. As Randy Pitchford pointed out, devs will always optimize for the most popular video cards and video card makers will always optimize for the most popular games. Are there still games where NVIDIA lags behind? Absolutely. Quake III (with FSAA and AF) and UT2003 are perfect examples, but on the other hand they have a strong lead in Splinter Cell and NASCAR 2003 now.

What the benchmarks have proven is that NVIDIA’s hardware is as fast as ATI’s, depending on the game. Yes, it does take more work – NVIDIA admitted as much. The NV3X platform isn’t as easy to program fast as R300 and R350 are. On the other hand, people who own GeForce FX cards will be able to take advantage of games that feature longer shader instructions. Of course, whether any cards of this generation will be fast enough to take advantage of the higher precision and longer pixel shader instructions when the games finally arrive, is another matter.

FiringSquad would like to thank Harvey Smith of ION Storm, Todd Hollenshead of id Software, Randy Pitchford of Gearbox Software, and especially the two Tims – Tim Little of ION Storm and Tim Sweeney of Epic.

Got comments? Questions? Opinions? Flames to be thrown? Then don thine asbestos dueling armor, knight, for thou is about to Sound Off! in ye olde news comments.




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