Lesen Sie in diesem Beitrag
- 1Interview: ATIs Raja Koduri (english version)
- 2GAMES: "I think people read too much into the marketing arrangement and ignore the simple basic facts."
- 3GAMES II: "I think we will see wider adoption of high-dynamic range rendering in 2005."
- 4GAME DEVELOPERS: "It will take a while before game titles take advantage of PCI-Express."
- 5ATI NEXT GENERATION R520: "I can see games next year that will easily overflow 256 MB frame buffer with all the details turned up."
- 6BREAKTHROUGHS: "I don’t want to pre-hype this, but in 2005 we will be talking more about linux."
- 7CHIP PRODUCTION: "We continue to improve our designs in ways meant to maximize the amount of work each transistor does, and to do more and more work in the same amount of space."
- 8MOBILE: "We have several technologies invented by our mobile engineering teams that have become standard part of our desktop chips too."
GAMES II: "I think we will see wider adoption of high-dynamic range rendering in 2005."
PC-WELT:
The trend is going to photo realistic games. Is there already a title available or in production which is close to that goal?
Raja Koduri:
I believe we have the technology to make it happen today and it is evident that things look really good in demos like Ruby. However the games have to target lower end hardware too. There are titles in production which target R300 class hardware as minimum spec and my expectation is that these are titles that will look stunning.
PC-WELT:
Which new 3D features will we see in 2005?
Raja Koduri:
I think we will see wider adoption of high-dynamic range rendering in 2005.
PC-WELT:
The shaders in Half Life 2 are about 50 executions long although ATI supports up to 1000 executions. How long will shaders be in next year games and what is the maximum you can use keeping playable frame rates in mind?
Raja Koduri:
My expectation is that majority of the shaders next year will stay around 50-70 instruction range in games. The second question is interesting – with shader model 3.0 the way you count instructions has to change. The shader instruction count could be very long, but if you have branching you may only be executing a small portion of this shader on many pixels and execute the full shader on only a few pixels.
PC-WELT:
Regarding the frame rate performance versus quality: Will we see a real breakthrough in the near future leading the quality to the next level?
Raja Koduri:
Quality and performance are inter-connected. In the near future, I believe the games that target the higher-end hardware will look stunning. However, I do not know how many such games will exist.
Lesen Sie auf der nächsten Seite:
GAME DEVELOPERS: "It will take a while before game titles take advantage of PCI-Express.": PC-WELT:
GAME DEVELOPERS: "It will take a while before game titles take advantage of PCI-Express.": PC-WELT:
Schwerpunkt:
Half Life 2
Marktplatz


















