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  1. Bits of each architecture
  2. Question about ATi/Nvidia support of 64/SIMD etc..
  3. How to render realistic human faces?
  4. R520 to have 300 Million Transistors??
  5. WGF… wtf!
  6. Doom3 -- High and Ultra settings -- compression
  7. Nalu/Dawn/Dusk on ATI?
  8. Question: free MSAA? edit: and also free AF?
  9. Bug in shadow mapping algorithm?
  10. WOW! first game using OpenGL 2.0 "Pirates of XXI centur
  11. Shadows with flashlight
  12. Doom3 AA
  13. multi display computing PCIe
  14. Hardware rumour mill gossip
  15. OpenGL 2.0 spec available for download
  16. Unreal 3.0 and Dynamic Radiosity Lighting
  17. Is the writing on the wall? ATI and NV doomed!
  18. Evolution of FPS Renderers
  19. Future X800 Pros unmodable?
  20. shadermark 2.1 released
  21. Water Shader Contest?
  22. You know you want to pre-order one...
  23. "legit" 3dmark05 or whatever it'll be called pic
  24. New SpeedTree Demo
  25. Why does the Source DX8 codepath look so poor?
  26. Could PCI-Express enable "animated lightmaps"?
  27. Does R3x0 support MSAA with FP frame buffers?
  28. Is Doom3's renderer revolutionary?
  29. Catalyst AI
  30. Perspective shadow maps -- the good and the bad?
  31. ATI Develops HyperMemory Technology to Reduce PC Costs
  32. Gefoce 6600GT.
  33. Java 3D-engine
  34. Irrlicht, Fast Realtime 3D Engine, v0.7 is released
  35. Smartfiltering may eventually replace bilinear/trilinear
  36. Unreal engine 3 vs Half-Life 2 engine vs Doom 3 engine
  37. Doom3 and the 'unified lighting model'.
  38. Another soft shadows demo
  39. Question/help -- 3d/fps logs -- your opinion -- experts?
  40. Cry Havoc
  41. Max poly-count per pixel?
  42. Bicubic magnification - how?
  43. Home PC Predictions 50 years ago :)
  44. Via and ATI team up on XDDR memory
  45. SDRAM/SGRAM...
  46. New 3DMark05 screenie
  47. Pixel or Vertex more important, looking forward?
  48. 30 bit Picture output for PC
  49. Help me compare MBX and the GoForce 4500
  50. Bitboys Licenses Graphics Processor Technology from Ericsson
  51. Shadow Volumes + Fragment Shaders = soft shadows?
  52. Unified Pipeline Architecture
  53. 3dmark timer on zero....
  54. Anything about the X700 yet?
  55. B3D, help me with another round of opinions on GoForce 4500.
  56. Will ATi jump on the SLI bandwagon?
  57. Unreal Engine evolution comparision
  58. DX10/WGF 1.0 approaching beta?
  59. 3d realtime
  60. Nvidia and Namco deal?
  61. Games & N-Patches aka TruForm
  62. WorldWind - Very Cool Free 3D Globe From NASA
  63. New swShader Demo
  64. 3d mark 2005.......
  65. No update for R420 and NV40 this year
  66. the old problem
  67. What problems are ATi running into with 110nm?
  68. 3DLabs P20 : 12 pixel pipelines, only 4 ROPs ?
  69. NV48?
  70. Why 3Dc may not always be a better solution
  71. Paper explaing the diffrent shadowing techniques?
  72. 3DMark05’s Shadow Engine - detect hardware PCF?
  73. More SLI
  74. ALL r200 based ATI cards DON'T support Specular Highlighting
  75. Dreamcast on a chip
  76. Screenshot or Render
  77. PowerVR: where do you want to go ?
  78. GPUBench - a CPU benchmark for GPU's
  79. "Lenticular halos" post-processing effect
  80. question about B3D's "3dtables"
  81. Cool holographicish PC display coming
  82. Clock for Clock
  83. Dell Axim X50v with Intel2700G
  84. any videos of SGI Ultimate Vision in action?
  85. Subsurface Scattering Demo
  86. Why not Compression to cut board cost?
  87. Unreal engine 3:there will be a revolutionary of rander???
  88. soft shadow file
  89. shadow volume will be Large quantity usage in the future??
  90. When do the 512MB video cards come out?
  91. True Rendered Curved Surfaces
  92. Bandwidth partitioning in games
  93. ATI Licenses Tensilica's Xtensa Configurable Processor
  94. PowerVR Shows The Way at ARM DevCon 2004
  95. Detailed analysis of VQuake
  96. "Shadows aren't really that important"
  97. NV41 - Geforce 6700
  98. I need a list of games that will support 3Dc
  99. R480/430 roadmappery
  100. ShaderMark v3.0 Poll - Multi API or Multi OS
  101. Whats the next big thing in realtime graphics?
  102. Embedded Memory in GPU to expensive?
  103. Can a video file be implemented in render to texture?
  104. Instancing
  105. NVidia SLI using 2 cards with all 4 video outputs!
  106. Rendition Verite V2200 Tech Doc
  107. New demo
  108. PowerVR 2DC
  109. Best way to get the most Realistic Surfaces?
  110. R500 will Rock
  111. 3DMark05...whoa...
  112. 6600GT/6800GT SLI Test
  113. New Memory Interface for R5x0...
  114. An Odd Question about the Voodoo2.
  115. Are these Unreal Engine 3 Screenshots?
  116. NV40 Technology explained
  117. Fixed framerate: 60 fps is enough
  118. ATI users may not see PS 3.0 Until 1st half of 2006
  119. Img Tech Patent
  120. OpenEXR (HDR) Industrial Light+Magic next big thing?
  121. Thoughts on graphics...
  122. Any new info on the ATI RS480 and RX480 chipset?
  123. 3d Spherical Panning Patent Lawsuits
  124. AGP also in next-gen?
  125. Shadows in Carmack's next engine
  126. Future of MSAA?
  127. Radeon XPress 200 (RX480) chipset preview
  128. First looks at GeForce 6800Go
  129. Latest R480 speculation
  130. More R480 / AMR speculation
  131. What was the original R400?
  132. Raytracing for shadows on today's hardware
  133. Displacement mapping with shaders
  134. Xbox gpu Nv2a
  135. CPU / Graphics Load Balancing
  136. what is ATI "Kaleidoscope" ?
  137. Why can't NVIDIA or ATI finance a game specially for their
  138. Id's DooM III running on Voodoo2 SLI setup!!!
  139. Abrash on Xbox article at Dr Dobbs
  140. Anisotropic Filtering and LOD Bias
  141. Xbox2 graphics 10 times higher geometry perf. than X800 XT ?
  142. Does anybody in here have any ideas of PowerVR5?
  143. PowerVR Series 6?
  144. JAM -> Ninja Theory
  145. new demo(s) coming that put Double Cross (Ruby) to shame ?
  146. Test Suggestions
  147. Dynamic branching, again.
  148. What is the OpenGL eqivalent to Sm2.0/3.0?
  149. Vertex Shader GPU Performance vs. CPU Performance
  150. The future of shading languages on consoles
  151. Stanford Smart Memories Project has Tensilica cores.
  152. AFR: Preferred SLI Rendering Mode
  153. Why no talk about X850 yet???
  154. Fractional Bit Precision in R420
  155. r520 performance speculation
  156. REYES vs. Shader Model 4.0
  157. Does the R500 get to save transitors compared to the R520?
  158. Interesting Statistics From Steam.
  159. 0,13 Low-K vs 0,11 - What's going to be nV's answer to X850?
  160. There will be a NV4x for this Christmas?
  161. Interesting experiments with different PCI-E speeds
  162. Mapping shaders to threads - good or bad idea?
  163. Interesting Powerpoint of R300 & DX9
  164. Gamma and linear color space
  165. HL2 forcing FP24 when only FP16 is needed?
  166. New Ruby and Crytek Demo for Download
  167. NV48 Cancelled
  168. A Question about the X800
  169. HDR in the Crytekdemo, not only for Nv. (56k warning)
  170. FP Blending / Filtering Benchmark?
  171. Geforce NV50 Canceled [Inq]
  172. Crytek and unreal 3 demo...which one has better graphic
  173. What do u think of NV48 + NV50 being canceled!!!!!Rampage ;)
  174. Silhouette masking?
  175. Advantages of HLSL?
  176. unified pipelines, DXn standard?
  177. How do you know...what you know?
  178. NV40 supports 3Dc
  179. Did R480/430 require a new tapeout?
  180. how many fps was the NV40 Nalu demo?
  181. How does the Holomatix Blade 3D applet work?
  182. Creativity : PS vs VS
  183. official ..PS3 GPU Develop by Sony/IBM and ... NVIDIA
  184. Some Engine Questions
  185. Important things that require higher precision
  186. ATI to scrap X700XT in favour of X800?
  187. NV 47 Offically stated to be 24 pipelines in 2005 Spring
  188. Nvidia losing influence due to Ps3 involvement?
  189. Constructive Solid Geometry info needed
  190. New supercomputer for Sauber Petronas
  191. The Open Graphics Project
  192. eight shader units for R520
  193. Nvidia readies Turbo Cache GeForce 6200
  194. Hack the Catalyst and find a SM3 chip
  195. Has FP24 been a limitation yet?
  196. Precomputed Radiance transfer
  197. EETimes articles about GPUs for general purpose computing
  198. R500 and Shader balancing
  199. Philosophy of VPU Design
  200. Samsung began shipping 512 Mb GDDR3
  201. Innovation: Rewarded. . .and not so much.
  202. I don't understand the Doom 3 specular highlight problem...
  203. Bloom effect with Ati Radeon 9800 XT
  204. Nvidia's NV47 never existed
  205. What will replace NV50?
  206. Games that clash with SLI
  207. Improved AA/AF, Video Decoders, Memory Interface Future GPUS
  208. Tim Sweeney on Real-Time Radiosity
  209. VIA DualGFX (dual ATI/nVidia/whatever)
  210. 6600gt Voodoo?
  211. Anyone else looking forward to UE3's shader system?
  212. Nvidia to present Pure Video tomorrow
  213. DX, SM, OGL, and why you would bother.
  214. Does the Cg interface in Doom3 work?
  215. New demo
  216. NV48 not cancelled according to Taiwanese sources
  217. Next-Gen nV-part to be Cell-based?
  218. NV48 350mil transistors on .11 lk.
  219. HDR on 6800`s in crytek`s demo - The Project
  220. hybrid vertex textures ?
  221. GeForce 6300 - TC
  222. Stupid (?) foundry production questions.
  223. ATI and NVIDIA Proclaim Different GPU Architecture Goals
  224. HDR Displays?
  225. R520 Running
  226. Shader precision and pixel color formats.
  227. 3D Chip/Board Table Additions
  228. When will we completely get rid of jagged edges in games?
  229. Is all you need for HDR a floating point rendering buffer?
  230. TSMC announces 90 nanometre push
  231. Rambus XDR in desktop graphics?
  232. Could this Flightsim engine work on PCs?
  233. Most Significant Graphics Technology for 2005
  234. PowerVR 5?
  235. New metaballs demo
  236. Where did the GPU's of 2004 come from?
  237. Doom 3 Engine incapable of custom fragment programs?
  238. Are we any closer?
  239. Multi-CPU Xbox2 Patent
  240. Since when do the R500 support SM3.0?
  241. Tim Sweeney on shadows and HDR rendering on ATi cards
  242. S3's new antialiasing patent
  243. The Softness Of Shadows
  244. Some generic questions...
  245. Excellent article on multi-core processors
  246. GoForce 3D 4500 @CES
  247. What was good about NV3x?
  248. Write a 3D graphics feature for Custom PC magazine
  249. Tessellator / PPP Still "Optional" In WGF2.0
  250. A whole load of random questions