Chatlog: NVIDIA's Director of Developer Relations Bill Rehbock
Date: 2003-03-25 | Author: Björn Endre
Company:
Related Reviews:
Edited log from our chat on March 25, 2003 with NVIDIA's Director of Developer Relations Bill Rehbock.
1. Scott> So Bill how many people work in your team with developers?
<NV_Bill> We work with developers and publishers to make sure that NVIDIA
provides the best gaming platform possible for the PC.
<
NV_Bill> We have a total team of over 200 folks in the U.S., Europe, and
Asia that are dedicated to our relationships with Developers and publishers.
2. Tell us a bit about the "The Way It's Meant to Be Played" program
<
NV_Bill> <NV_Carrie> The Way It's Meant to Be Played is a marketing
program we started to help better identify those games that are optimized for
and play best on NVIDIA hardware.
<
NV_Bill> We've had more than 20 titles participate so far, including NOLF2,
Battlefield 1942, UT2003, to name a few...
<
NV_Bill> The program has been very successful in helping our partners sell
more product.
3. <SwedBear> What does 'optimized for and played best on' really
mean? I think a lot would like to argue that they play great on competitor
hardware
to
<
NV_Bill> The long and the short of it is that developers in the program
are using NVIDIA to design, develop, and test their products...
<
NV_Bill> If a player wants to play the game pixel for pixel the way that
the game was created, you can do that using NVIDIA gpus.
<
NV_Bill> It was born out of the fact that most developers and publishers
use NVIDIA as their "reference standard" for hardware and driver
compatibility.
4 . <Scott> To Mr. RehBock: Can we expect significant performance
and quality enhancements in terms of AA and AF in the upcoming NV products?
( e.g
NV35 )
<NV_Bill> Absolutely; the AA and AF enhancements were a key consideration
in the overall design of the GF FX family.
5. <SwedBear> With DX8.1 NVIDIA's cards definitely was the developers
choice. Are you not worried that ATI will be the choice of developers for DX9
simply because thier cards have been out a long time?
<
NV Bill>It was important that DX9 didn't really hit until November, so there
isn't so much of a "head start" as one might think...
<
NV_Bill> We actually had working DX9 drivers and our shader emulator working
on Ti4600 mid-last year when we started talking about Cg...
<
NV_Bill> so a lot of the earliest shader work was done on our drivers anyway.
<
NV_Bill> The full 32-bit per component precision has been important for
those doing university work and such, so it has been quickly adopted as the
reference standard for writing high quality shaders.
6. <SwedBear> Since we are on the subject of CG. how well does
the integration of Cg with the developers work?
<
NV_Bill> Both HLSL and Cg have been key to seeing developer adoption of
new technology faster than we've ever seen before...
<
NV_Bill> I think we'll see a surprising number of titles this year already
moved over to DX9 and High Level Shading Language...
<
NV_Bill> that will provide a fantastic experience for gamers.
7. <SwedBear> Got any titles :)?
<
NV_Bill> Tomb Raider, Gun Metal, Planetside, STALKER, to name a few.
8. <SwedBear> Can you give an estimate on how many developers
are using Cg now....
<
NV_Bill> Cg in and of itself isn't really important for the consumer as
much as how many titles will take advantage of the next generation of cinematic
shading.
<NV_Bill> Frankly, from my group's standpoint, we just want to make sure
that gamers can experience cinematic effects in gaming and that titles are visually
differentated from what they've been in the past.
9. <SwedBear> How has the developing community responded to
the delay of the NV30? ATI has had DX9 cards out for over 6 months and NVIDIA
is yet
to release a DX9 card.
<
NV_Bill> Our focus has not been solely on the high-end part, but making
sure that the entire GeForce FX family was executed properly...
<
NV_Bill> For the sake of the PC gaming marketing, I feel that it's crucial
this time to have the entire top-to-bottom DX solution covered, which we've
accomplished with the 5200, 5600, and 5800 as a family.
10. <SwedBear> Do you expect DX9 games to get a breakthrough
under 2003 or will it take until 2004 before we see more than 1 or 2 true
DX9 games?
<
NV_Bill> I think that we'll see a surprising number of titles at E3, and
the hotest titles this holiday season will take advantage of DX9.
11. SwedBear> Given the lack of titles that fully utilize the capabilities
of the FX, has NVIDIA considered funding the development of a showcase game,
or 'killer app'
<
SwedBear> Or do you consider Doom3 to be that app?
<
NV_Bill> .) Doom3 is certainly a killer app, but there are others that I'm
excited about also; although I shouldn't announce products for our partners.
.)
<
SwedBear> Hehe, we won't tell anyone ;).
<
NV_Bill> You'll see a lot of these at E3.
12. <SwedBear> Ok, back to a developer question: How do NVIDIA
work with developers? In what stage of development of a new chip does the
developers
get their hands on the new hardware? are the special features of a chip/sdk
available to the developers before the chips are out (do they have kind of
previews to include features of future chips in their software?)
<
NV_Bill> We stay in constant with our developers and they are a contstant
source of great ideas as to what we should be doing next...
<
NV_Bill> Part of our success has been that we listen closely to developers
and we are great at implementing what they'd like to have rather than coming
up with our idea of what should be great next and making them use it.
<
NV_Bill> That being the case, they sort of know what's coming before we
do :-)
13. <SwedBear> it's quite easy to get the gamers (me included)
to drop their jaw with new features. but how cold blooded are developers
when you show
them new features?
<
NV_Bill> Most jaws dropped when we showed Dawn for the first time...
14. <Scott> On that Dawn Point, What did they saw when they
saw 4 Dawns at once?
<
NV_Bill> The more, the merrier.
<
NV_Bill> The great thing for gamers, is that because the difference that
cinematic shading provides is so night and day,
<
NV_Bill> we've had more developers wanting to roll the tech into their games
this time than ever before.
<
SwedBear> And is there a naked mode of Dawn ..... ;). Ok, I won't ask that
questions :)
<
SwedBear> I can't even run the demo ..
<
Scott> I can, Bill Send the naked on over :)
15. SwedBear> I got a question regarding what you need to do to
get a job with you guys?
<
NV_Bill> We are always looking for world-class talent. Please feel free
to take a look at the listings on NVIDIA.COM
16. <SwedBear> Let's say I'm a new independent little company
that has started to work on a new game. What kind of help can such a group
get from
NVIDIA?
<
NV_Bill> Please contact us; we love to work with new talent. STALKER is
a great example of how we reach out to new talent and try to help them...
<
NV_Bill> I think that we are going to see a new generation of storytelling
emerge in the coming years because the technology finally can produce imagery
that appeals to the masses...
16A. <Scott> Has Stalker found a Publisher yet.
<
NV_Bill> I believe they have, but it has not been announced.
17. <SwedBear> Seeing Nvidia's logo splashed across the intro
of games is the thin end of the wedge as far as advertising in games goes.
How far will
this trend be taken? Will Nvidia logos start popping up as textures at key
points in games? How do you expect end-user response to be positive in an era
when everyone is sick of seeing advertising everywhere on anything?
<NV_Bill> I don't see the logo as an advertisment as much as a statement
of the developer's intention as to what would be best to run the game on...
<NV_Bill> When I came up with the idea, the Dolby marquees and THX marquee
is what I had in mind; that's why we encourage developers to take the models
and "personalize" them.
<NV_Bill> In general, though, I think that we will be seeing more things
like product placement IN games as time goes on. It's been common in sports titles
for a while, and we'll see more of it in other games.
18.<SwedBear> it more a "we need that feature" from the developers,
or a "guys we have something new" from nvidias side? and as most
developers stick directly with api's like direct x, on which levels does the
collaboration concentrate (special features for nvidia only)?
<
NV_Bill> It's far more "NVIDIA, we could really use this feature." and
NVIDIA looking at the problems that are trying to be solved and coming up with
better hardware to solve them.
<
NV_Bill> I think that we collaborate incredibly well with the developers
and the gamer really benefits from it.
19.<SwedBear> Ok, since I get completely bombarded regarding this: Can
you give any info about the upcoming Detonator 50 drivers? …… People
are really missing newer WHQL drivers from NVIDIA
<NV_Bill> Good timing; I'm happy to say that we are planning on a driver
release later this week.
20. Gene> Is NVIDIA's significant market share a cause or effect
of the hands on approach with developers? mix of both?
<NV_Bill> Being a content-focused kind of guy, my belief is that our success
is largely due to the great games that our partners create. If it wasn't for
compelling content, we'd be making doorstops.
21. <Gene> Is NVIDIA involved in the OpenGL consortium. OpenGL2.0
development?
<NV_Bill> Yes, we are very involved in OpenGL. When OpenGL happens, as
always, you will be able to count on the best OpenGL support from NVIDIA.
22. What do you think of Microsoft pulling out of the OpenGL ARB? Does that
in any way change NVIDIA's commitment to OpenGL?
NV_Bill> It doesn't really change our position. As long as our users need
DirectX and OpenGL, we'll have the best support possible for both.
23. <Topaz> Are any developers besides id using OpenGL 2.0 yet?
NV_Bill> There are many that are looking, either becuase they've used id
engines in the past, or out of the interest in staying up to date.
24. <SwedBear> Why doesn't NVIDIa include a good list of fixes
when they release new Detonators?
NV_Bill> The biggest thing that usually happens with an NVIDIA driver release
is feature implementation or performance increases; I'm not that involved in
the driver release process, so I don't know the detailed history.
25. <Topaz> From sega: Do you think that 3dMark03 accurately
portrays the FX Ultra's capabitlities?
<NV_Bill> No, I really don't. I think that the experience that a gamer
has when playing a game is the best judge.
26. <SwedBear> Will new Linux drivers for FreeBSD 5.x be available soon?
people seem very happy with NVIDIA's Linux support …. Sorry. A bit tired.
I mean FreeBSD and new Linux drivers
<NV_Bill> Linux support is very important to us; we were showing the Gentoo Linux LiveCD
UT2003 demo in our booth at GDC...
27. <Topaz> From MissingLynx: Are you working on an accurate
way to capture screen shots with AA on the FX boards?
<NV_Bill> Yes, we are.
28. We have heard a lot of talk about an Anisotropic-filtering bug with the
Geforce 4 cards, particularly while using Direct3d
For example with ut2k3 one user got 116fps with no Anisotropic but with only
2x Aniso his frame rate went down to 69fps. Almost 1/2 the speed (this also
shows up in 3dmark2k1se) BUT we also tried Nascar 2002 and got 85fps with no
AA and no Aniso. When we tried it with 2x aniso we got 75fps.
Is there something a game developer has to do to avoid the major speed drop
off with a Geforce 4 or is it a driver/hardware issue?
<NV_Bill> The known aniso issues have been addressed in GeForce FX
28A . <CrashMaster> so its a hardware issue?
<
NV_Bill> It's a general efficiency issue that was best addressed by hardware
tweaking. You're at the edge of my familiarity with this issue, btw :-)
29. <Topaz> From sega: Is it at all likely that nVidia will ever
come out with a video card with a TV tuner like ATI's Radeon All in One?
<NV_Bill> I'd rather not discuss future product plan specifics, but I can
say that I'm pretty happy with Personal Cinema as it stands today, and Media
Center PC's have been fantastic, regardless of the tuner used today.
30. <SwedBear> <the_stick> Q: With which genre of games
would you recommened to use CG Effects? FPS , RPG , Flight Sim ?
<NV_Bill> All of the above; you will see great Cinematic Shaders used in
all of these genres.
31. <SwedBear> Do you have any comments about Futuremarks decision
to withdraw all the results done with several of your leaked driver revisions?
<NV_Bill> I really don't have a comment on that.
32. <SwedBear> A new benchmark called Aquamark 3 has been announced.
Has NVIDIA had any contacts with this company?
<NV_Bill> We've worked with the people at Massive pre-original Aquanox
33. <Topaz> Will we be seeing higher order FSAA modes like 16x
enabled in future drivers?
NV_Bill> I'll ask our Driver Product Manager if he can do a chat next week
:-) I'm sorry, I don't really have the roll-out plan details handy.
34. <SwedBear> Togehter with the driver question this one is very
popular: any info about the NV35 :)?
<NV_Bill> Yes, four Dawns are better than one ;-)
<NV_Bill> You can expect to hear a lot about NV35 late this spring.
36. <SwedBear> Ok, I know you can't say more. However - when can we really
see FX's in the retain stores? <SwedBear> I know the developers would
like us all to have FX's (and that other companies DX9 products ;)
<NV_Bill> The entire line will be in full swing at retail in April.
<NV_Bill> Time for a couple more.
35. <Gene> Does the short product cycle impact your end of the
business much?
<NV_Bill> It's fun to keep up with, especially compared to the cycle of
consoles.
36. <SwedBear> A followup question to your NV35 answer: Was those
dawns 4 standard model or ultra model Dawns?
NV_Bill> I don't know; I'd have to ask the demo group guys.
37. <SwedBear> Volt question: What does CG actually offer to developers?
Both DirectX 9 and OGL 2.0 have built in high-level shader instructions which
can produce cinematic effects.
<NV_Bill> The developers that I talk to say that the best thing about Cg
is the write-once run everywhere aspect.
NV_Bill> We love HLSL and as soon as OGL2 really exists, we'll have support
for that. Under the hood, it's not all that different...
NV_Bill> our value-add is making sure that developers have the ability to
choose for themselves and use what's best for them.
38. <SwedBear> Some final questions. What games are YOU looking
forward to this year? You get much beta's to play with in the office?
<NV_Bill> Tron 2.0 will be great; Doom3, and Flight Simulator 9 (I've been
an FS fan sine my early Atari days :-) There are others that I can't talk about
- yet ;-)
* SwedBear says - I am saving all driver related questions and we might either
have a chat with driver guys or maybe at least send them over to them.
39. blzburn> can u ask if developers have expressed concern towards
Nvidia for the lack of a 256-bit memory bus on the GF FX?
NV_Bill> No, the clock speeds have more than made up for it. DDR2 has been
very good for us.
40. <SwedBear> Half Life 2 was mentioned in a conference call.
Any info about that?
<NV_Bill> No, we've got so many products, it's frankly easy to get tripped
up with Tron 2, Doom 3, and we still play Half-Life around the office a lot.
Dan Vivoli, or VP of Marketing is a FPS maniac and he and Jensen are constanly
talking about all of our partner titles.
[20:29] <SwedBear> Ok guys. That's all the time Bill can spare for us
(1 1/2 hour goes fast!)
[20:29] <SwedBear> Got any closing comments for us Bill?
[20:29] <SwedBear> A huge thanks for taking the time!
Disclosure: Bjorn3D review products are sometimes provided by the vendors who manufacture the hardware. Review samples are in some cases retained by the reviewer that reviews the product for further comparison to other similar products. Companies that buy ads on the site do not get any special treatment when it comes to reviews and any ad-sales are not connected to the reviews or the review scores.

