Beyond3D's 2007 'Bricks & Bouquets'
Friday 21st December 2007, 11:10:00 AM, written by Geo
Equal parts Year in Review, psychiatric therapy for the deeply
disturbed on the cheap, and love notes to the class cuties...yes, it's
once again time for Beyond3D's "Bricks & Bouquets", 2007 edition!
We're going to get off our chests everything we liked and "not so much" about 2007 in the graphics world. AMD, NVIDIA, Intel, our colleagues in the techie press --no one is safe from our criticism or sloppy kisses.
We're going to get off our chests everything we liked and "not so much" about 2007 in the graphics world. AMD, NVIDIA, Intel, our colleagues in the techie press --no one is safe from our criticism or sloppy kisses.
Tagging
b3d ± year, review
Related b3d News
Book reviews: The Magic of Computer Graphics and 3D Engine Design for Virtual Globes
A new approach to graphics performance analysis
RWT Analyzes Bulldozer Benchmarks
Really Techy Worldly Hot Par 2010 coverage
Carmack Rage: either console could look superior
Sub $100 graphics at Tech Report
Broadcom purchase AMD's DTV business
Lucid Hydra 100 multi-GPU scaling demonstrated at IDF
The Khronos Group announce Heterogeneous Computing Initiative
3DMark, the Game
A new approach to graphics performance analysis
RWT Analyzes Bulldozer Benchmarks
Really Techy Worldly Hot Par 2010 coverage
Carmack Rage: either console could look superior
Sub $100 graphics at Tech Report
Broadcom purchase AMD's DTV business
Lucid Hydra 100 multi-GPU scaling demonstrated at IDF
The Khronos Group announce Heterogeneous Computing Initiative
3DMark, the Game


the fact that nv1 used quadratic texture mapping rather than triangles made it absolutely horrible to program for and doing stuff like collision detection was a nightmare adding to devs reluctance to support it
when the other cards arrived they all used triangles instead and the all the proprietry api's like glide and redline and the ihv independant ones like directx + opengl were designed for triangles, devs were used to working with them
also nvidia couldnt make a driver that worked with opengl and as you know back in those days if a card couldnt do a direct3d feature it was emulated in software and nvidias driver basically said "i can do nothing at all " so all d3d functions were done in software
so the only api it supported was its own whatever that was
which was the final nail in the coffin as the only proprietry api devs were prepared to program for was glide