Sorry you missed the point of how VGA is backward compatible on hardware level with EGA/CGA.
>You cannot say that given that you made no effort to test that the data you were recieving wasn't infact signal noise, indeed your "proof" was and is as it stands utter garbage. You were given a solution that would test it one way or the other. I have yet to see you put your hypothesis to an actual test yet. Simply repeating "it's better" over and over does not make it so.
You missed that point as well then. I gave you LOGICAL statements how you can have millisecond readings which you NEVER replied to. Just declaring it "garbage" does not change reality. You are as biased as they come. It's faster EVEN IF YOU DON'T SAMPLE AT 1KHZ.
>There is always likely to be bugs in software, but that is not the same as a flaw in an API and you should damn well know that! Also, DirectX now supports a great many things that it didn't in the past, the reason for version changes was to allow for the addition of newer capabilities, bug fixes have nothing to do with the DX version number.
I said it's not my argument but I know there are bugs in implementation of the API where certain video cards don't work the same for the same function.
That’s an implementation issue. The product should be following the reference renderer.
>Correct. But also wrong. You are also limited by your own abilities. Doing things your way means extra work and hassle for everyone else.
Yes, you are limited by your abilities, but you are more restricted with just an API rather than both API and hardware level compatibilities.
You made the same mistake as PS3 fanboys. OpenGL can be expanded via vendor specific extensions. You are welcome to implement your own OpenGL driver.
Make sure you target AmigaOS 4.x.
Using Oblivion (PC edition) game’s example, ATI’s chuck patch enables HDR FP+AA via driver level patch i.e. it overcomes Direct3D 9c's limitations.
"Hitting the metal" doesn't change NVIDIA RSX's hardware limitation e.g.
1. Limited vertex resource. NVIDIA G80 fixes this feature.
2. Lack of HDR FP render targets + hardware AA. NVIDIA G80 fixes this feature.
3. Lack of geometry shader instructions. NVIDIA G80 fixes this feature.
4. Lack of Early-Z hardware features. NVIDIA G80 fixes this feature.
5. Avoiding pixel shader stalls during texture fetch. NVIDIA G80 fixes this feature.
6. Limited shader branch support. NVIDIA G80 fixes this feature.
7. Lack of Giga-Thread hardware features. NVIDIA G80 fixes this feature.
NVIDIA's G7x and RSX hardware functionality basically follows Direct3D 9c limitations.