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Replies | Subject | Poster | Date | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | Lou | 31-Mar-2009 14:11:11 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | ErikBauer | 31-Mar-2009 15:17:38 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | Lou | 31-Mar-2009 20:02:39 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | BrianK | 1-Apr-2009 1:46:33 |
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Poster | Thread | Hammer
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Re: PS3, Wii, XBox: The Neverending Story, Part 5 Posted on 1-Apr-2009 4:34:18
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Elite Member |
Joined: 9-Mar-2003 Posts: 5858
From: Australia | | |
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| @MikeB
Quote:
Stupid example. Basically you require developers to make stupid decisions,
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It’s an easy decision to support HDR FP + MSAA on hardware that supports it.
Quote:
when something can be done with better quality and efficiency with a little more effort, you think that's a bad idea?
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Encoding/decoding HDR via Logluv would be useful for hardware that doesn’t support HDR FP+MSAA i.e. the purpose of having shader/stream co-processors.
Xenos has it’s own issues with HDR FP16, hence you have XNA developers playing with RSX’s HDR optimisations i.e. Xenos is not a R600. Also, RSX’s HDR optimisations works on DX9 PCs e.g. HDR + AA. It would be a waste to throw a Geforce 7800/7900 (or an entire laptop with "fat" DX9 GPU) in the bin.Last edited by Hammer on 01-Apr-2009 at 04:49 AM. Last edited by Hammer on 01-Apr-2009 at 04:47 AM. Last edited by Hammer on 01-Apr-2009 at 04:46 AM.
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Replies | Subject | Poster | Date | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | ErikBauer | 1-Apr-2009 10:44:42 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | BrianK | 1-Apr-2009 23:50:15 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | ErikBauer | 2-Apr-2009 7:53:39 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | MikeB | 2-Apr-2009 8:05:39 | Re: PS3, Wii, XBox: The Neverending Story, Part 5 | BrianK | 2-Apr-2009 12:38:19 |
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