Newsgroup: it.comp.hardware.video-3d
Titolo: Nvidia Irc Chat Log

Scusate la lunghezza del post, ma penso possa interessare a  molti.
E' il logo della chat su irc avvenuta ieri sera con 2 tizi
che hanno lavorato e lavorano sulla geforce 256.
Ci sono anche 2 o 3 mie domande :)) (nAo^2)
«Resoconto»     Il resoconto di questa finestra č iniziato verso il file
PROGDIR:Logs/CH_bjorn3d alle 02-Ott-99 22:50:35.
«Argomento»     fester ha cambiato l'argomento a "Welcome to #bjorn3d's nvidia
chat.  Send your questions to Swedbear or fester.".
<SwedBear>      Ok, with no special order I will start
<Scooter>       When will Retial card be on shelves
<DwightNV>      Should be real soon now.  There is an unknown amount of delay
between leaving our factory, sliding through distributors, and landing on a
shelf
<SwedBear>      <Dfox> My Question: Will there be absolutly 100% for sure no
"GeForce ULtra Card" ? ;-)
<NickNV>        Dwight's typing... one sec.
<SwedBear>      take your time :)
<DwightNV>      We don't currently have plans for an Ultra Chip per se.  You
guys are reading the INF's from the win2K drivers that were worked on 5 months
ago
<fester>        <nire> Will using DDR make a big difference in performance?
Fillrate?
<NickNV>        At 32-bpp, DDR can make a very big difference, especially in
high res.  But for many apps that might be transform / light limited, it will
not make as much of a difference,.
<Scooter>       <Sorton> How many X-Renditon peple do you have
<Scooter>       mean people
<fester>        #bjorn3d-talk is open if you all want to chat during this
<DwightNV>      I think 3 but this industry is sooooooooo small, perhaps we
have more that I'm not aware of.
<SwedBear>      fergus: Can you clear up this mess with the different drivers
(3.31, 3.34, 3.37) that has been posted about on the net latley?
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<DwightNV>      None of those drivers have been released.  We release drivers
for GeForce before it ships to our customers, partners, and ISV's but they
have known bugs and are not meant for a public release till they get posted on
our website 
www.nvidia.com
<SwedBear>      So they are no real use for TNT/ and TNT2 users?
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<DwightNV>      The final drivers will work great on both TNT and TNT2.  As
you can imagine, in development, there may be some bugs that occur on TNT or
TNT2 and we are fixing these before we finish and post the drivers
<Scooter>       <DFOX> Are any current games that you know of being pathced
for GeForce?
«Argomento»     fester ha cambiato l'argomento a "Welcome to #bjorn3d's nvidia
chat.  Send your questions to Swedbear or fester.  go to #bjorn3d-talk to chat
during this".
<NickNV>        Yes, there's a bunch of games, including some really big ones,
that are being patched to use DX7's xform, or OpenGL's xform pipeline
<SwedBear>      Is AGP bandwidth essential for the Geometry speed ? Meaning
that AGP x2 will not see the 8 million you claim to have in a demo ?
<Scooter>       <AWOL[RE]> So far Embossed BM has got little support, with
like only 3DMark and SpeedBusters supporting it I think (correct me if..). Now
with competition from Matrox, do you see the Dot Product method being used
much? Like can you give a # of games not out yet that you've seen it in?
<NickNV>        I've seen 8M triangles/sec on AGP2X, but AGP4X has shown much
higher numbers (14.9M)
<NickNV>        The dot product capabilities in GeForce 256 are MUCH, *MUCH*
cooler than what the env bump map stuff is that you can do with DX6.  I hope
that soon we'll have some demos posted on our web site that show off just how
cool it is.
<DwightNV>      Also on AGP, GeForce supports AGP Fastwrites which
dramatically help higher bandwith on AGP machines.
<SwedBear>      <Ravian_> this might sound stupid but is there a use for 8 hw
lights if games like quake3 and unreal tournament are heavily into using
lightmaps?
<SwedBear>      Are the state change problems that caused issued issues with
Unreal solved in GeForce ?
<SwedBear>      Oops, sorry
<NickNV>        Actually, those games are GREAT candidates for using lights.
Lightmaps are the old way to do it since they didn't have lighting... Now that
they do have lighting, I think there'll be versions of those kinds of games
that use lighting for the 8 closest lights, and then maybe some lightmaps for
distant lights.
<fester>        <Postal> Here's an important question... when will your
remaining GeForce 256 NDAs run out?
<NickNV>        As for the state change problems, we're working close with
Epic to optimize Unreal and UT, and I've gotten several emails from Tim
Sweeney saying, "Wow, this thing's really fast."  I think Unreal and UT will
run great on GeFroce
<NickNV>        (GeForce)
<DwightNV>      Our NDA's are set by our marketing department to line up with
our product release.  In the past, our product rollouts were run rampant with
misinformation growing on the internet causing some people to feel we misled
them.  The NDA's are in place to ensure a consistant rollout at the time of
the launch.
<NickNV>        I haven't played UT yet, but those who have here say it looks
great, and runs really well on GeForce.
<Scooter>       <Dfox> Can you name some games specifically that receive that
"patch" ?
<SwedBear>      Kristof: What are you actually showing on-screen with 14.9M
triangles (in AGP4)?
<Scooter>       NDA's Expire on 10/11/199
<NickNV>        Sorry, we're not allowed to talk about which titles are being
revved for DX7.
<NickNV>        As for the 14.9M, it's an app written by a guy who works here
named Steve (the app is called "Steve's Balls".  It draws a bunch of lit
spheres into a window.
<DwightNV>      One of our engineers wrote a title called Steve's Balls.  It
displays a whole bunch of you guessed it balls.  It runs under both OpenGl and
D3D.
<fester>        <tharagon> Will texture compression help performance and if so
how will it help?
<NickNV>        Depends on the game.  With some games, they really stress the
bandwidth of the AGP bus and the graphics system by uploading tons of
textures.  Compressed textures will relieve that bandwidth congestion
somewhat, although there's a quality loss in the textures that comes from the
compression technique used.
«Esci»  speden (
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) si č scollegato (Signed off).
<SwedBear>      Kristof:Are those balls static geometry ? So stored in local
ram ?
<NickNV>        Actually, no, they're not static.  They're uploaded each
frame, for now.  We'll further optimize them later, but for now we're busy
finishing the drivers.  :-)
<Scooter>       
 will there be hardware reflections being performed
by the gf256 if so will there be much better performance for games that use it
alot for example unreal and quake3 (some q3 maps will have the whole seelings
of mirrors)
<NickNV>        Depends on how the app is written, but if they use something
like a cube environment map, that's fully accelerated in hardware, and looks
really COOL.
«Esci»  Biscuit (
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<SwedBear>      <nAo^2> Q: Activating Light engine, will reduce performances
on linear transformation engine? (or are just separed units?)
<NickNV>        We should have demos on our web site soon that show off the
cube mapping, too.
<NickNV>        If you turn on lots of lights, then yes, performance will drop
somewhat from the unlit case, but it depends on the light type as well
(directional lights are really fast, spotlights and point lights are a bit
slower, but still kickass fast)
<fester>        <airfabio> Question: why did NVIDIA stopped releasing open
source patches that accelerate MESA under XWindows. Any work being done on
XFREE 4.0 ?
«Esci»  |LoRdHeX| (
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<DwightNV>      We haven't stopped releaseing patches, we are working on a
very fast release for XFREE 4.0.  Its not ready for release yet.
<Scooter>       <aasfd> Is it wrong to assume that just because a game uses
OpenGL that it will utilize the hardware T&L Engine?
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<NickNV>        Most OpenGL apps *WILL* have xform and lighting acceleration,
but some only use the rasterization part of OpenGL.  Those games will need
some work before they'll be T&L acceleration.
<SwedBear>      Neon: are the GeForces Memory and clock speeds synced?
<DwightNV>      No, they are separate just like on UltraTNT2
<fester>        <LiorMan> When do you expect the next "big" card will come?
GeForce 2 or something else? Cause I'm afraid to buy it, and 4 months later...
poof it's worth nothing
<DwightNV>      We have new products every 6 months like clockwork.
<Scooter>       <Gillis_h> how big is the price difference between sdr and ddr
mem boards going to be?
<NickNV>        But it's like buying a new CPU... 6 months from now you KNOW
they'll be faster...
<DwightNV>      I don't believe final pricing is set on memory boards.  I
believe both of them will be great price/performance products.
<SwedBear>      Kristof:Do you support geometry compression ? Strips have an
optimal case of 1 vertex per triangle, compression can go to 0.5 (0.6/0.7
reality) vertices per traingle ?
«Netsplit»      Netsplit individuato tra i server 
asimov.openprojects.net
 e
devlin.openprojects.net
.
«Netsplit»      Utenti perduti a causa del netsplit: MrsDo _drk_ SpaZo
KING_DARR blag fjeld Nerb Dr LiorMan Quarot Ethan K- bushwakko Rosw NatureBoy
<fester>        ack
<NickNV>        Yes, actually, we do have a *VERY* well compressed format, but
it is totally lossless compression.
<NickNV>        Uhh, wha happened?  Someone cut a big cable?  :-)
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«OP»    
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<DwightNV>      I guess a few people didn't like that answer, we seemed to
have lost half the users
<fester>        heh
<SwedBear>      <nire> Does the T&L have parallel pipelines? How many?
<NickNV>        The T&L engine processes vertices in sequence, not in
parallel, but it can keep up with all 4 of the rendering pipelines very well.
<fester>        <Egad> did Creative Labs design/help with the design of the
GeForce board??
<DwightNV>      We work very closely with all of our customers in the design
process to ensure maximum time to market.  Its the advantage of being a
boardless graphics supplier.
<Scooter>       <|LoRdHeX> will there be hardware reflections being performed
by the gf256 if so will there be much better performance for games that use it
alot for example unreal and quake3 (some q3 maps will have the whole seelings
of mirrors)
<NickNV>        Already answered that...  Yes, we can do cubemapping, which
should be VERY useful for many reflection-map type effects.
«Esci»  SwedBear (
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<fester>        <Mankar> question: seeing as the GeForce is a GPU, would it
help out some of our older systems, like a P233, to play hardware intensive
games like Unreal or UT?
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<NickNV>        Yeah, the rendering performance will definitely improve, but a
card like GeForce will also depend on AGP bus for maximum performance, so you
need a fast AGP bus (2X or 4X)
<Scooter>       <Gillis_h> Lotsa people think you fillrate and mem bandwidth
is disapointing, what do you have to say about that? (don't tell me "it's the
best when it comes out" again please)
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<NickNV>        Umm, the fastest fillrate in the world today is TNT2 Ultra,
and GeForce is much faster than TNT2 Ultra.  There's nothing out there that
even comes close to GeForce...
<Scooter>       <nire> Do you know of any vendors planning to use DDR in their
GF256 cards?
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<DwightNV>      There will be vendors that have booth DDR and SDR products
<fester>        <reactor> What is the exact pixel/s : texel/s ratio with
today's drivers and how much loss is it with the current drivers?
<NickNV>        By the way, if you want fillrate numbers, look at id's site
for when they post Quake scores for GeForce.  It's the fastest card out there,
period.
<Scooter>       I think we ARE KILLING this server
<nAo^2> Server fragged :)
«Errore»        #bjorn3d The channel demigods have stolen your voice
<fester>        well, #debian has us beat with 107 :]
<Scooter>       <Avnerus> How big is the speed difference between a 64MB card
and a32MB one?
<NickNV>        The card can be configured to do 2 textures per pixel, at 2
pixels per clock, or 4 pixels per clock with 1 texture.  The REAL current
drivers (not the leaked ones) will come very close to allowing that max perf.
<Scooter>       <JWK[RE]> What would be the minimum system required for ideal
performance from a GeForce-based card?
<DwightNV>      64MB will help games that have lots of textures so that
texture thrashing is reduced and help professional applications where we can
put large display lists in the frame buffer.
<NickNV>        Minimum system?  Umm, the GeForce I have continues to run
faster with 700MHz and 733MHz CPUs.  They can feed more data to the GeForce
than the current generation of CPUs.
«OP»    ChanServ ha dato lo stato di operatore di canale a SwedBear
<SwedBear>      I'm back :)
<NickNV>        But it runs great with a P2/400 that I've got on my desk, too.
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<NickNV>        (Really really great)
<Scooter>       <bushwakko> ask how it would do in quake2-3 against a hardware
accelerator like the tnt but with the new voodoo's romoured fillrate
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<NickNV>        Quake2 and Quake3 both run a TON faster on GeForce compared
with even a TNT2 Ultra.
<Scooter>       <|LoRdHeX> Is there anything the user side can do as far is
cooling down the card for more overcloackabiliy? Most people like to pump out
the most cards can handle..I'm one of them =P
*       SwedBear says: NE1 who sent me a question and haven't gotten it asked
please resend
<NickNV>        You guys will really like the perf you'll see in Quake2/Quake3
<Scooter>       <hulkster3> I have a ? for nick
<Scooter>       <hulkster3> Based on Geforce's speed how long till we see a
product that is capable of doing real time graphics like the opening scene to
mech warrior 2
<DwightNV>      Make sure your system has GREAT ventilation.  Some systems
have poor circulation around the graphics slot.  Adding a fan to your system
can help out here.
<NickNV>        Sorry, don't know the opening scene of MW2, but I've seen some
demos (like WXP) that look AMAZING on GeForce.
<fester>        <Crapweasel> Question> What effect, if any, has the Taiwan
quake had on your chip production?
<DwightNV>      Sorry Crapweasel, but I can't answer that one until we
announce this publicly.
<Scooter>       <nAo^2> Q : in simple words, what a T&L at hw level is? just a
bunch of a matrices -vectors multipliers and adders?
<SwedBear>      <[eA]Klotis> Why do you need a fast CPU and fast AGP bus - if
you use T&L on board?
<NickNV>        T&L one first...
<NickNV>        The engine has to be able to do all the matrix multiplies, as
well as all the lighting equation math.  There's also then things like 3D
clipping and all the different texture generation functions that also need to
be done in HW.
<DwightNV>      Fast Bus because even with T&L, a system is limited by how
fast data can be transferred.  AGP4X is twice as fast as AGP2X and if not
enough data is sent to our chip, we sit around doing nothing.  The fast CPU is
needed for some games that are processor intensive and not fillbound or
geometry bound.
<NickNV>        For fast T&L, you still need to be able to feed the data to
the chip, but in addition, there's still tons of games that really burn a lot
of CPU cycles on things like game logic, AI, etc.
<Scooter>       <Avnerus> I saw that some stores already started selling
Creative's Geforce Annihilator. Is it possible?
«Esci»  hulkster3 (
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<DwightNV>      I don't know the exact date but I expect to see Creatives
GeForce product on the shelves REAL Soon.
<fester>        <Pakman-PlanetRIVA> What are the "Crush" and "Quadro" devices
listed in the leaked set of drivers?
<SwedBear>      Kristof:You move from 2 pixels to 4 pixels (more fillrate) ,
you add free trilinear, you add display lists to the local memory stream...
yet you have no more bandwidth than a TNT2Ultra (assuming SDR)... how is this
possible ?
<fester>        doh
<SwedBear>      sorry fester.
<NickNV>        Actually, there's lots more bandwidth.  Some new techniques
for reducing chip->mem bandwidth have been employed on GeForce, and they make
a really big difference.
<NickNV>        BTW Kristof, where do you work?  :-)
<SwedBear>      Kristof is our hardware genius at Beyond3D (where I also
"work")
<DwightNV>      Crush is the integrated TNT2 chipset that we have announced
with our partner ALI.
<Scooter>       Bjorn, don't kid Nick.  You don't work
<NickNV>        :-)
<SwedBear>      Kristof: Can you expand a bit on these "improvements"?
<NickNV>        No, actually, they're some pretty clever tricks that NVIDIA is
going to patent, I'm sure.  After they're patented I can talk about them.
<Scooter>       <nAo^2> Q: whit T&L engine activated..have I to feed GPU with
geometry data every frame, or can I just store the data on local mem and using
GPU to doing my transformations? (for static geometries of course)
<NickNV>        You can do either.  The card can either read card-cached data
or immediate-mode data.
<fester>        <Quarot> Will the next Nvidia card make coffee?
<NickNV>        No, but it makes bitchin tea.
<Scooter>       <Gillish> about the mem bandwidth compression thing, is that
for textures or for framebuffer? or both?
<DwightNV>      I'm more of a diet-coke freak myself
<NickNV>        The stuff I'm thinking of is for framebuffer access,
primarily.  Textures can come from AGP or video mem.
«Esci»  Pakman-PlanetRIVA (
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<SwedBear>      <Poika4D> assuming immediate mode rendering, w/o vertex arrays
/ vertex buffers, how many bytes per vertex you send across the bus, assuming
diffuse, two textures, normal and point being specified. Are the point(s) sent
as vec3 or vec4, or are there any optimizations for that? ( like int32 flags,
telling in what format each parameter is ) ?
<NickNV>        We can send the data in many flexible formats, including
floats, shorts, and bytes.  We only send the data that's needed per vertex.
<fester>        <Sorton> Do you guys see the Micron/Rendition product with
embeded Dram a threat, since the speed will be so great?
<fester>        had to ask that one :]
<DwightNV>      I don't know Sorton, how fast will the Micron/Rendition
product be and when will it ship?
<DwightNV>      We take all competitors seriously, currently our target with
the GeForce256 is to crush the UltraTNT2 performance levels.
<SwedBear>      Deg: Are you considering embedded Ram in the future?
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<DwightNV>      We always consider all technology in chip designs and always
choose the one that will give us the best performance and time to market.
When/if embedded RAM gets to that point, expect that we will have the fastest
implementation of that technology out there.
<Scooter>       <nAo^2> Q: a strange question :) Can one use T&L engine like a
superfast vectorial unit and perform convolutions filters in programs like
Photoshop? (this should kick even G4 -atlivec ass)
*Poika4D*       I bet you wouldn't ;-) readback across the bus is slow as ***
;-) 100x slower than doing the calculations in the first place.. do'h ;)
<NickNV>        Actually, that would be up to the programmers of the Photoshop
filter (they'd need to use something like D3D or OpenGL to render the data).
But yes, in theory, it could.  We've got extensions for OpenGL (and later for
D3D) that will let app programmers fully program the GeForce texture combine
unit.
<fester>        <Pakman-PlanetRIVA> PC Club in CA (several stores) Has
discontinued any Athlon + TNT2 systems due to lock-ups. Any comment?
<DwightNV>      I haven't heard of that.  AMD has been a great partner of ours
and selected TNT2 to be their recommended graphics chip on all AMD developer
systems.  I use an K7 at home and it works great with my TNT2.
<Scooter>       <LiorMan>  do you use nulti Vretex 32 bit radio mapping or you
preffer the more casual X-bit Super Triple Linear Framburger mapping?
<DwightNV>      Framburger all the way :)
<NickNV>        Umm, we actually have some cool terminology we haven't
announced yet.  It's part of the secret specs.  :-)
<SwedBear>      <bensun> ok heres my question ive seen some benchmarks which i
wont go into right now but it seems fillrate is a problem at 1024x768 in games
like Q3A and UT how far will a 480megapixel fillrate be ina game?
<NickNV>        Lemme talk about this... the benchmarks that have been
"leaked" out on the web are with really old drivers, I think.  10x7 perf in
Q3A is fantastic.  Definitely better than anything else I've ever seen on the
web or in house.  Don't know about UT, haven't played with it yet.
<Scooter>       <JWK[RE]> What currently-shipping piece of software seems to
have the larest performance gains from using a GeForce card?
<NickNV>        For the record, the benchmarks that are out there are bogus.
<Scooter>       PLEASE DO NOT SEND ME QUESTION FOR A BOUT 10 Mins Have to feed
my son
<NickNV>        Quake3 benefits a lot, because it uses the xform engine and
it's really well optimized.  There's others, too, but Quake3 is the one that
sticks out in my mind.
<fester>        <airfabio> Any comments on words from Epic/Unreal Team that
TNT2 drivers use too much ram?
<NickNV>        Not now.  That's an issue we're taking up with Tim.
<SwedBear>      Kristof:CL claimed that the firetruck demo was running at an
amazing 15fps with about 100K polygons... is that correct or is it an
exaggeration ? ;)
<DwightNV>      Also, the DX7 titles that use HW T&L show DRAMATIC
improvements over TNT2.  Games like Whole Experience look absolutely stunning
«Esci»  dios (
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off).
<NickNV>        Yeah, it does run that fast, and it'll run much faster by the
time the drivers are released.
<fester>        <Chubs[3DN]> Here's one. Why does 3DMark 99 MAX only report a
~ 230Mtex fillrate in single texturing on a GeForce 256 card?
«Esci»  FunnyGhost (
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<NickNV>        Probably because you're looking at it with old drivers...
«Esci»  bUtTm0nKy (
tr...@ti03a62-0348.dialup.online.no
) si č scollegato
(Signed off).
<SwedBear>      <Ravian_> How do you guys look at the S3 Savage2000. Seems to
me the specs for that chipset are strikingly similar to those of the
Geforce256
<DwightNV>      We take all competitors seriously and aim to win.
<NickNV>        Think of how many cards out there have specs that now look a
lot like TNT...
«Esci»  whalen (
w...@adsl01-56.royaloak.mi.ameritech.net
) si č scollegato
(Signed off).
<DwightNV>      Spending time mouthing off about specs seems to be a waste of
time that others do, we want to focus on buiding a great GeForce256 product.
<SwedBear>      Kristof:Is free trilinear true trilinear or the mipmap
dithered kind ? What samples do you use for anisotropic (is it a trilinear
hack) ?
<NickNV>        We have a 16-tap anisotropic filter that runs at full speed.
On TNT2 that same filter ran at half speed.
«Esci»  iFcA (
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) si č scollegato (Ping timeout for
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<fester>        DjMaytag> Do you think the futur is in voxel rendering or tile
rendering instead of plain old poly... Why?
«Esci»  Bloodhound (
s_lac...@dialup-209.246.178.138.Atlanta1.Level3.net
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č scollegato (Signed off).
«Esci»  linq (
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<NickNV>        Umm, voxels, no, but tiles, maybe (though I doubt it).  It's
too much work to keep your data sorted correctly for tiled rendering, unless
that sorting is done automatically by hardware.
<SwedBear>      Kristof:The cube environment demo we know is rather "simple" a
box (with textures) with a sphere in it that can be deformed. How is
performance when you have real-time updated environment maps in a true 3D
environment (not a box with the environment maps on) ?
«Esci»  Postal (
fin...@cr532899-a.slnt1.on.wave.home.com
) si č scollegato
(Signed off).
<NickNV>        There's an app called Guts (I actually think they just renamed
it) that shows off dynamic cube maps.  The perf of that app is also really
great.
<fester>        <mark[p1mp]> how good is the dvd playback? as good as ati
rage?? any hardware assistance?
<fester>        <bushwakko> How does the DVD playback perform compared to the
creative dxr3 decoder card
<NickNV>        Dwight's typing... hang on.
<DwightNV>      DVD playback is great.  GeForce256 supports HW Motion Comp and
also uses NVIDIA's VPP(Video Post Processor) that uses the 3D Engine to do
sort of a convolution that gives us great looking video quality.  To get
maximum performance/quality with DVD, you need to use a Codec that supports
our motioncomp and VPP.
<NickNV>        He's still typing like mad...
<DwightNV>      Bushwakko, what is the creative dxr3 decoder card, is it a
dedicated hw dvd card that uses a ccube chip?
<fester>        <mark[p1mp]> do any codec's now support your vpp thingy?
<fester>        <bushwakko> it's what they send with their DVD kit, i just
wanna know if it's as good as that... like will it diliver 1280x1024x32 smooth
?
<DwightNV>      Yes, currently 2 support the VPP and by launch we hope that 4
different codecs will.  We are working with 4-5 codec vendors at this time.
<NickNV>        The DVD playback I've seen on GeForce looks AMAZING.  Better
than my home setup.
<SwedBear>      Kristof:16-tap anisotropic... is tap = texels ?
<DwightNV>      bushwakko, it should deliver great dvd.  The DVD player needs
to support DMA(for data transfer) but most do nowadays.
<NickNV>        Yes, it the filter kernel pulls in up to 16 texels.
<fester>        <Zdoggie> Do you intend to support other OSes, like the BeOS,
Linux, or whatever?
«Esci»  fjeld (
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<DwightNV>      We currently write drivers for Linux.  We announced a new
partnership with SGI a couple of months ago where we are doing some further
Linux collaberation for current and future products.  Hopefully fruits of
these partnerships will be shown soon.
<SwedBear>      <Poika4D> oh! Any support for DVD/Mpeg/m2v/etc. under
Windows2000 with nVidia hardware? That would kick ass! ( most dvd, etc.
software just crash, or refuse to install since "2000 is not 95" )
<NickNV>        Dwight's typing...
<DwightNV>      Our close work with various DVD codec vendors has us also
working on win2K Video.  Our MotionComp extensions also work on Win2K and at
least 1 Codec Vendor has already started porting.  We will be the premier
win2K supporter when it ships.  It is a great Operating System and important
for our business.
<fester>        <Quarot> Will those who want to run multi-display in the
future be limited to one state of the art AGP card and one old, slower card or
will Nvidia offer solutions like that of the G400?
«Esci»  DjMaytag (
jeu...@tcarc1-59.digicom.qc.ca
) si č scollegato (Signed
off).
<NickNV>        The other solutions I've seen are one graphics chip, two VGA
connectors, so each head runs at basically half-speed.  Our solution (multiple
card) runs faster than that!
<Scooter>       To both of you:  Does Mike Hara always have that much energy,
as when I was at NVIDIA.
«Esci»  mark[p1mp] (
ma...@cc819546-b.wlgrv1.pa.home.com
) si č scollegato
(Signed off).
<Scooter>       HA Stumped them
<DwightNV>      Mike Hara is given the same NVIDIA drugs as the rest of us so
that we are all that perky.
<SwedBear>      (About firetruck and 15 fps):<[eA]Klotis> 15 fps and 100K
polygons is 1.5 Mpolygons/s - is that fast?
«Esci»  Ian665 (
ian...@ells003a-p1-080.cybertours.com
) si č scollegato (Signed
off).
<NickNV>        It is when you have lighting enabled, but again, it's running
much faster than that in house now.
<fester>        <Quarot> What multiple solution? I've not seen a MB with two
AGP-slots!
«Esci»  reactor (
rea...@sefla.o-fp.kr.edus.si
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<NickNV>        There's no such thing as a MB with 2 AGP slots (AGP is 1 slot
only).  Our solution is 1 AGP 1 PCI card
<SwedBear>      There's a lot of "fast", "great", etc. when talking about
speed. Can you tell us any fps at all or is that NDA right now.
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<NickNV>        We haven't yet announced benchmarks.  When the cards and
drivers are available to you all, you can run the numbers for yourself and be
wowed.
<Scooter>       <bushwakko> matrox keep pumping us with their vibrant color
shit, what does this mean ? they have cooler colors ? or what? how does your
colors look when compared to matrox's ?
«Esci»  Reminder (
unk...@hdc05.hdc.it
) si č scollegato (Signed off).
<DwightNV>      GeForces RamDAC supports a great display.  I don't think our
marketing department
<fester>        <Quarot> So are you now talking about a PCI GeForce, TNT-2, or
something special? When will we be seeing this?
<DwightNV>      went off and put a label of vibrant color on it but side by
side I think we look superior
<DwightNV>      PCI TNT2's are out now and are being brought out by many more
vendors this fall.
<Scooter>       <bushwakko> so matrox are just coming up with cool names... so
you could have like a chicken like smell technology ?
<SwedBear>      Will their be a PCI version of the GeForce256?
<DwightNV>      no current plans for a PCI version of GeForce256
<fester>        <EMoon^Nah> what is the size of the triangles when you
calculate the fillfrate?
«Esci»  fergus (
fer...@dhcp9571094.columbus.rr.com
) si č scollegato (Read
error to fergus[
dhcp9571094.columbus.rr.com
]: EOF from client).
<NickNV>        Where do we calculate fillrate?  Umm, in the "Steve's Balls"
app, they're quite small, but that's measuring xform/lighting rates, not
fillrate.  For fillrate, I like to measure something like Quake3 (a real app,
not a benchmark app)
<SwedBear>      Kristof:Some games suffer from white dots on TNT2 (cracks
between T-joints between triangles ?) is this solved in GeForce or is this a
software issue?
«Esci»  rodisian (
evol...@ct-hartford-us1101.javanet.com
) si č scollegato
(Signed off).
«Esci»  broham (
to...@3po1-12.sscl.uwo.ca
) si č scollegato (Signed off).
<NickNV>        The fillrate is a function of the speed of the pipelines and
the clock.  Big triangles do achieve numbers that hit the theoretical max
<NickNV>        What games have cracks in them?  There's some bugged games
(like Tomb Raider) that have artwork that shows cracks, but that happens on
all cards.
<NickNV>        Next?
<fester>        <FSchober> Can Nvidia release this small "Steve's Balls" demo
like they did with the treebench? Just so see how lame a system without GF256
is :-)
<NickNV>        We plan to release it, yes.
<NickNV>        (Steve will be so proud...)
<SwedBear>      Kristof: Ultimate Race Pro had it and they say it was a
hardware/driver issue
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<DwightNV>      by the way the marketing version of Steve's Balls I think is
something like Spheremark.  :)
<NickNV>        Haven't seen that game, but I'd bet either they had old
drivers or they have a bug in the app.
<fester>        can you tell us when we might see Steves Balls?  :P
<NickNV>        Don't know, sorry.
<SwedBear>      Kristof: What do you think of the 3dfx post-filter that
improves the 16bit render output, After all V3 16bit is better that TNT2 16bit
?
<NickNV>        WHAT??? The 16-bpp output on TNT2 is the best I've ever seen,
there's tons of web sites that agree with that opinion.
<NickNV>        :-)
<fester>        <pxc> Q: When will SSE be incorporated into OpenGL (well, that
is)?  With the release of OGL 1.2?  Ever?  The current support is pathetic.
Is it due to competition to the GeForce?
<NickNV>        It already is.
*       SwedBear slaps Kristof for even make such a suggestion ;)
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<NickNV>        What is "pathetic" about the current support?
<DwightNV>      Our OpenGL drivers support both SSE and 3DNOW today.
«Esci»  Koobze (
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) si č scollegato (Read error to
Koobze[
ts12-62.datacruz.com
]: Connection reset by peer).
<SwedBear>      Kristof:Nick 16 vs 16 not 16 3dfx vs 32bit TNT2... and most
sites agree that V3 16 is better... so answer the question...
<DwightNV>      Because of this, Intel used TNT2's as the default graphics
chip on developer systems for AGP4x and by AMD for K7 developer systems
<fester>        <MikeC> Have you tested the GeForce with the 3D Exercizer
benchmark by Intergraph?  I understand it already has T&L support?
<NickNV>        16 versus 16, TNT2 everyone I've read thinks we look the best.
 You don't see the milky overfiltering that you do on some other cards.
<DwightNV>      Mike, We are focusing on running CAD apps as opposed to the
Intergraph test.  Benchmarks for Maya, AWADVS, and others look great!
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<NickNV>        Anyone else?
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<Scooter>       <Sorton> when will openGL 1.2 drivers be shipping?
<Scooter>       WEll it has been 1.5 hours do we want to wrap this up
<NickNV>        We haven't announced our schedule for 1.2, but we are working
on it now with SGI.
<SwedBear>      <ExR90> Im not sure if this has been asked since the interview
started but can you ask: When can we see drivers for Win2k RC2+ (Either beta
drivers, or final copies)
<NickNV>        I'd like to wrap up in the next 5 mins or so.
<NickNV>        BTW, Hi Matt!
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<Scooter>       <Quarot> Will I be able to survive the cold Finnish winter
just by putting a GeForce in my computer, or do I need to get the heating in
my house repaired?
<DwightNV>      our win2K drivers that support TNT, TNT2, GeForce256 should be
released sometime next month
<nAo^2> Quarot :DDDDDD
«Errore»        #bjorn3d The channel demigods have stolen your voice
«Esci»  sond (
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) si č scollegato (Ping timeout for
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<fester>        <V[wc]> Q - Can you comment on what Michael "Saxs" Persson
said on the T&L article on voodooextreme? (about it liking static
vertexbuffers)
<DwightNV>      You could always burn your old graphics cards in a small
Finnish fire while playing games faster than you ever have before with your
GeForce256
«Esci»  Ravian_ (
m.o.h...@mat030118.student.utwente.nl
) si č scollegato
(Signed off).
<NickNV>        You'll be able to survive the cold Finnish winter playing all
the kickass games on GeForce, but it doesn't run hot enough to keep your house
warm.
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<NickNV>        OK guys, think I'm gonna go.  Thanks everyone, for stopping
by...
<SwedBear>      Thanks Nick!
«Esci»  Dr (
ro...@149-42.tr.cgocable.ca
) si č scollegato (Signed off).
<Scooter>       Take care Nick good to talk to you again
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<NickNV>        Sorry, don't know what Michael Saxs said.  We run great with
static and dynamic data.
<SwedBear>      We really appreciate you taking your time for this
<fester>        thanks for putting up with us
<NickNV>        hehe
«Esci»  linq (
3aqr...@regulus.its.uu.se
) si č scollegato (Signed off).
<fester>        ;]
<NickNV>        (Back to EverQuest for me now)
«Modo»  fester ha cambiato i modi del canale a non moderato
ciao,
Marco

Sembra interessante, solo che non capisco una mazza di inglese !
Emh..non potresti tradurlo in italiano?
Mhh..forse chiedo troppo...ok,ci ho provato.
Ciao !

On 02-Ott-99 19:39:14, Dix said about R: Nvidia Irc Chat Log:

dico..hai visto quanto e' lungo? :))
ciao,
Marco
------------------------------------------------------
Marco Salvi - Bologna  University - Physics Department
e-mail:  
mar...@cadvlsi1.df.unibo.it
web:     
http://cadvlsi1.df.unibo.it
------------------------------------------------------

 Scusate la lunghezza del post, ma penso possa interessare a  molti.
AZZ.... 39 Kb!!!! Va be', ormai l'ho scaricato, ma non potevi fare una
sintesi? Sarebbe stata più "umana" da leggere e meno ingombrante sul ng...
--
Sayonara,
Naoto                e-mail: << 
na...@lycosmail.com
 >>
"The baby spiders would get scared and search frantically for their mother.
But the Glass Spider would have long gone, having known that the babies
Would survive somehow on their own
Oh - the Glass Spider had blue eyes almost like - a human's.
They shed tears at the wintered turn of the centuries."

sintesi? Sarebbe stata più "umana" da leggere e meno ingombrante sul ng...
la sintesi potevo anche farla..ma come faccio a sapere quello
che e' interessante per me e quello che e' interessante per voi?
Poi..40k su un ng che vede un traffico molto piu' grande ogni giorno
(e spesso i msg sono pieni di cazzate e di OT) non mi pare un gran
peccatuccio.
