NVIDIA Editor's Day 2003 -
Page 1 - Introduction
Shader Editors Day 2003
It was nice to see such a large company as NVIDIA being open and honest in answering a lot of tough questions about performance, visual quality, and certain optimizations in their drivers. I have to give NVIDIA credit: they packed a room full of aggressive (if not downright hostile at times) editors asking some really tough questions. They did give out lots and lots of useful interesting information, and the coffee was good and plentiful.
In a nice 'fireside' chat with NVIDIA CEO Jensen Huang and id Software's Todd Hollenshead over lunch, we all learned about NVIDIA's future plans in other fields not related to video cards. Mr. Huang was very excited by the chipset market and the integrated graphics market. Id Software is definitely backing NVIDIA, by using the GeForce FX in all of its development machines, despite DOOM 3's use of the OpenGL API in the new engine. We were surprised to learn that there is as hard coded limit of 60FPS for DOOM 3. I don't think any current generation of GPU can reach that limit, but perhaps when NV50 arrives we'll see those kinds of numbers from the DOOM 3 engine.
Also on hand was Dean Lester, General Manager of Microsoft's Graphics and Gaming Technology division, discussing all things Windows XP, DirectX, and a pep rally for gaming. There wasn't much to be said about DX 10.0, or about Longhorn. Microsoft assures us that whenever Longhorn decides to ship, it will be the best platform for PC gaming yet.
In a brief summary, some of the major panel discussions revolved around PS 2.0 programs, floating point precision and High Dynamic Range Lighting in their DX9 implementation, a new driver optimization scheme, and increased developer relations. On hand were six NVIDIA personnel, Kurt Akeley (CTO), David Kirk (Chief Scientist), Dwight Diercks (VP of Software Engineering), and Nick Trantos (Director of Software Engineering). Also in the audience and generally floating around were representatives from Epic Games, id Software, UbiSoft, Gearbox, and a few others. It was a very informative set of presentations, that all went on without a hitch, thanks to some great behind-the-scenes NVIDIA people.
I just wish they'd do another video about FlowFX.
Next page please :)
Let me put it simple .. The 68i SLI LT mainboard is a regular 680i SLI mainboard in all it's ways yet to cut costs there have been several functions stripped. For example .. you'll have to miss out on the 3rd "graphics" PCI-Express slot (the 8x one), you'll only have one GBit/s Ethernet connector, you lost the passively cooled SSP and MCP, it's now done with active fans, you loose LinkBoost and some tweaking options in the BIOS. Other stuff you'll miss are the black PCB, diagnostic LEDs, reset and power off/on micro switches in the mainboard PCB and some other small stuff. We'll explain ... click me !
NVIDIA Editor's Day 2003
The NVIDIA Editor's Day 2003 in sunny downtown San Francsico, brought together editors/journalists, from around the world, game developers, and NVIDIA engineers to talk about the GeForce FX technologies, drivers, and developer relations.