The HD 4850 and the story with AMD/ATI.

First the HD 4850. I was testing the game on the new HD 4850 (Palit 512MB) today and some interesting things I observed with the graphics card. For one it gives a serious bang for the buck. Doofus 3D clocked at about 140 FPS at a resolution of 1024×768, AF 16x with graphics quality set to high. Even with AA 2x Doofus 3D clocks more than 120 FPS and I have a strong suspicion the game was going CPU bound at those frame-rate, since the machine had a 3 year old CPU. I can tell you for a fact, the card is a serious performance monster, but then again Doofus 3D ain’t a top line game. However, for me, this is the first time I have seen Doofus 3D under 4x AA and 16x AF running at a playable FPS since up until now I have had only GeForce 6200, 6600 (and to some extent the 8600) cards. There is no denying that the HD 4850 is more than worth it’s price for someone who is looking for a budget card and expects to run most of the top-line games today. The card runs a little bit hot but that’s to be expected given the amount of triangles it can push and effects it can deliver. Hats off to AMD/ATI in that regards. If you are someone who is looking for a mid-range card right now, the HD 4850 is excellent value for money.

That was the overview from non-programming point of view. Now the programmer in me has something to say. The card maybe excellent, however it’s not all that cozy with ATI drivers. OpenGL drivers are a mess, with the bundled driver not even having extensions like EXT_stencil_two_side support. Even basic functionality like (for example glDrawRangeElements() ) seems to be broken at times, even showing messed up graphics when using Vertex Arrays on older cards. Now this exact same functionality is available under DirectX. Lets say it’s safe to assume that GL drivers haven’t been updated in a while and\or AMD/ATI just isn’t interested. The only issues that were reported in this round of testing were on ATI cards, so I had to literally debug the application on ATI hardware to ascertain that these were indeed driver problems. Some of the issues I have mentioned occur on guess what, the HD 4850 also. The only workaround seems to be, vendor specific hacks! That doesn’t make me a happy programmer at all!

The story with Direct3D is a lot better and no issues were observed under DirectX renderer of the game. That just tells you something doesn’t it!

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