I really disagree in that point about 32Bit color and Shaders at that time. 32-Bit was a huge performance hit these days. Voodoo cards weren't able to produce a 32-bit picture up to Voodoo 4/5. There was a small trick with a so called "22-Bit" color mode, that enhanced the colors at a minor performance impact. With TNT 2 32 bit was much better, but still 16-bit preferable because of the performance hit.It looks like some people just dont remember how GPU technology has progressed. I still remember riva TNT times (performance impact in 32bit color mode was HUGE) and shaders in GeForce 3 (90fps in DX7 mode to 30fps in DX8 mode in certain games) Yet technology adopted and these days all games use 32bit color and shaders. But I have to say I dont remember people complaining that much about 32bit mode or Shader performance and saying things like 32bit color mode or shaders arnt ready.
Same goes with Geforce 3 shaders. There were some examples, but the tech was not ready. As soon as shaders were really needed the geforce 3 had a to old shader-version or was to slow.
And T&L ... as soon as the CPU had more than 1 GHz the CPU was faster processing T&L than the GPU. This was a really bad first entry into the market.
But new technologies are normaly not that good in their first attempt (... does anyone remember nv1 ^^).
With RT it is the same. The hardware has the feature, but to put it to a really good use, it is to slow. E.g. look at the minecraft RT demo video. The lights needs multiple seconds to reach a wall. This happens because they calculate it over time, because realtime would be to much for the hardware.
My point is, don't buy RTX cards because you want to play future RT games with it. They are not ready for future games. Buy them because nvidia has the fastest cards right now if you have the money to spare.
I really doubt we see that many rt games in the future that really completely replace the old things with rt, simply because after the 7 nm process, there won't be that many steps to get the chips smaller & more efficient. So at least at high resolutions we always need hybrid solutions. E.g. RT really sucks (performance-wise) if you can see really far in a game (therefore battlefield does not have that many reflections in the distance).
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