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Price difference between Intel & AMD systems



 
 
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  #61  
Old September 27th 04, 10:27 AM
Tony Hill
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On Sun, 26 Sep 2004 08:40:34 GMT, Johannes H Andersen
wrote:

The motherboards aren't that different in price.A decent socket 754
motherboard is around $80, while a socket 939 one is around $110.
Of course there are more expensive ones. A decent Pentium 4 775
motherboard is at least $110.


And the cheapest AMD with dual channel costs $315 www.pricewatch.com !


Low cost Athlon64 chips in a Socket 939 packaging should start
appearing over the next two weeks or so. These guys claim to have
them in stock now:

http://www.monarchcomputer.com/Merch...y_Code =AMD64


There are, of course, cheaper dual-channel AMD options available for
Socket A as well.

All new Pentium 4 have dual channel.


Unless they use the low-cost i848 chipset or some of the non-Intel
chipsets. Not very common for the build-your-own crowd, but you will
often find the i848GL chipset (or even the older i845GV chipset) used
in the low-end OEM stuff from Dell and HPaq.

-------------
Tony Hill
hilla underscore 20 at yahoo dot ca
  #62  
Old September 27th 04, 01:42 PM
chrisv
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JK wrote:

Is it something like ... "Intel systems cost 25 to 30 percent more than an
equivalent AMD system"?


For Doom 3, it takes an $810 Pentium 4 3.2 ghz EE to come close to the
performance of a $150 Athlon 64 3000+.


Will you get off your P4-EE kick? No one buys that thing. It may as
well not exist, and using it for your "value" comparisons is stupid.

  #63  
Old September 27th 04, 01:52 PM
Michael Brown
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Robert Redelmeier wrote:
In comp.sys.ibm.pc.hardware.chips Tim Auton wrote:
Games don't do motion blur, so you do need more fps than
you might think. With fast motion (common in games),
40fps isn't enough to make it look smooth.


Blur is a point (and could be added!)


Good general motion blur cannot (AFAIK) efficiently be done with current
generation polygon blatters (though can be somewhat approximated, see Need
For Speed: Underground for example). To get good blur you need to support
volume rendering and use volumes instead of polygons, and even then it gets
dodgy if you've got rapidly (with respect to the frame rate) rotating
polygons. It's possible to do completely correct motion blur with a
raytracer and a good numerical integrator (each ray generates a line on the
polygon, then you need to integrate the texture data along the line) but I
don't know off the top of my head which (if any) raytracers that do this.
There's probably hundreds of other methods out there I haven't heard about
though

[...]

--
Michael Brown
www.emboss.co.nz : OOS/RSI software and more
Add michael@ to emboss.co.nz - My inbox is always open


 




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