Talk:ATI Avivo

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Successor: "UVD" - Universal Video Decoder
Source: http://www.hkepc.com/bbs/news.php?tid=748386&starttime=0&endtime=0

the whole term for AVIVO?[edit]

We know "VIVO" stands for Video in Video out", but what about AVIVO? What is the A means? ATI? or "advanced"? --202.40.137.202 05:59, 19 March 2007 (UTC)[reply]


This makes no sense: Early versions of this software does not have hardware encoding, but has been locked for exclusive use with ATI X1000 series of GPUs. Also, the footnotes (ref tags) don't show up. I can't tell what's wrong. —The preceding unsigned comment was added by 87.162.18.163 (talk) 05:43, August 22, 2007 (UTC)

I fixed it up: it means that earlier versions were locked into the X1000 series for no hardware reason, and thus it can be run with other graphics cards. goffrie 23:08, 23 August 2007 (UTC)[reply]
I take this to mean that the current version does provide hardware acceleration. I haven't been able to confirm that anywhere. Do you have a source? —Preceding unsigned comment added by 87.162.0.43 (talk) 20:23, 2 May 2008 (UTC)[reply]

This article is full of mistakes and errors. It wrongly implies that video card advancements were the cause for software having improved graphics, whereas it was really demand from consumers as a result of software attempting to provide better visuals. Worse still, it suggests that the end-all be-all focus for this was on AA and AF, whereas that was only one facet of the push for improvement; when 3d graphics acceleration started off it was a war of polygon fill rates and texture fill rates, followed by lighting, then AA and bilinear filtering, then trilinear, then simple bump mapping, then dynamic lighting, then AF, then shaders, and etc... Every factor added to the conflict was in addition to all ones prior than it, although some have absorbed or advanced upon their precedessors. Bilinear filtering became a faster-but-uglier alternative to trilinear, which was followed by anisotropic doing the same thing to trilinear. Shaders developed from lighting and bump mapping, and are currently one of the fiercest battlegrounds. When video cards started they were very simple devices that performed operations in one fixed way, but as time went on and GPUs needed to be able to do more and more tasks they gradually became more and more flexibile to meet the market's needs. Eventually people started thinking of the GPU less as a GPU and more of a high-FLOP math co-processor, resulting in the notion of GPGPU. The advent of programmable shaders turned that from a nifty but impractical idea into an obvious odea worthy of merit. Currently it seems that the next push will be physics-on-GPU, with GPGPU being a market-expanding draw.69.204.145.251 (talk) —Preceding undated comment added 21:46, 2 August 2009 (UTC).[reply]

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