PDA

View Full Version : 3D Architectures & Chips


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 16 17 18 19

  1. quad gpu Nvidia SLI consumer product feasible?
  2. "Geo Texturing"?
  3. Tim Sweeney on Shadow Maps, stencils and unified lighting!
  4. "Digital Media Professionals"
  5. So.. What will Nvidia Bring to Counter the R520?
  6. Intel Zone Rendering
  7. The Cell for (rendering) 3D graphics?
  8. What things break current implementations of SLI?
  9. R520 to have 2.4GHz memory
  10. New 2005 ATI Patent
  11. DirectX Tweaker Public Beta 1
  12. Carmacks next engine..how can it do offline pixar-quality?
  13. New Reality Engine Footage
  14. Avalon Beta
  15. '3D Edit' - video editing suite written entirely in D3D/DX9
  16. Samsung ships 512 Mbit XDR chips
  17. R520 in May, says Inq
  18. ATI has some major acquisition planned? maybe PowerVR?
  19. NV44 Z and Blend Rate
  20. Revised Radeon Xpress 200 chipset coming?
  21. Memory capacity need on future high-end graphics boards.
  22. Nvidia has licensed Tensilica.
  23. HW accelerated visibility determination?
  24. Freescale Semiconductor Licenses MBX Lite
  25. SLI Thought
  26. Lack of "buzz" in this forum!
  27. ATI's unannounced SLI solution compatible with nforce4?
  28. Multiple GPU cores
  29. what's S3 up to
  30. S3 GammaChrome Specs
  31. Catalyst A.I. turn off glCompressedTexImage2DARB ???
  32. Meybe someday GPUs(and all)will use this-Replace Transistors
  33. What is the depth complexity in todays games? [overdraw]
  34. FP16 Bilinear Filtering
  35. Subsurface scattering and partial translucency...?
  36. Questions on WGF 1.0
  37. Opengl F-Buffer
  38. Is there an equivalent to AGP Apature for PCIE?
  39. PVR5 to be unveiled on the 18th!
  40. Amdahl Law
  41. Will video cards soon be seeing new transistors?
  42. When will we see the mobility market enter the 3D world?
  43. Overclockers get to test R520?
  44. AMR: How could SM2.0b card work with SM3.0 card?
  45. Stop the AMR crap
  46. MBX at 3GSM
  47. SLI still not available on XP x64?
  48. I dont understand this WoW CPU/GPU bottlenecking..
  49. Per-Pixel Displacement Mapping with Distance Functions...
  50. What is pre-computed bump-granularity self-shadowing?
  51. SFR & AA
  52. ATI's Overdrive 4 plans
  53. NV50 SPECS ???
  54. _pp Going Forward
  55. NVIDIA on GPU architecture.
  56. Simple Question: How much memory on board?
  57. Is this the R520? wowo!!!!
  58. 6800 Go vs. Mobility X800
  59. AGP/PCI-E Bridge
  60. there is no NV47, but G70 is on the way
  61. TSMC NOT offering low-k on 0.09u process?
  62. HDTV Wonder cancelled?
  63. Gainward Vows Nvidia 512mb Graphics Card At Cebit
  64. R520 = X950XT
  65. The ATI demos
  66. ATI’s RADEON X850 XT 512MB: Not a Significant Design Challen
  67. NV44a - thoughts and/or predictions?
  68. Sooooooo, it's 6:25 Texas time, what happened?!?!?!
  69. 2D acceleration on mobile devices
  70. Axiom or MXM??
  71. How will GPUs evolve in comming years?
  72. real time render when?
  73. next gen consoles to increase importance of sm 3/opengl?
  74. Is this an accurate breakdown of ATI ?
  75. Nvidia went SLI because they can't compete?
  76. about the anti-aliasing
  77. SM 3.0, yet again.
  78. A very nice read here
  79. PS3 to have a new next generation API
  80. HEXUS: All-In-Wonder X800 XT, where and why?
  81. Sigh. I've gotten ignorant. Is X300...
  82. Does Dave have ATI SM 3.0 Hardware?
  83. ATI R520 will be AGP also
  84. Unreal Engine 3.0 demo wows GDC
  85. GDC05 presentations from ATI
  86. Woot ATI to have SM3.0 on next major card release :P
  87. So is this the generation where PC's are surpassed forever?
  88. ATI Multi-VPU up and running. . .
  89. Asus's dual board for ATI
  90. Mixed type shader units in GPUs....
  91. Do Irradiance Volumes combined with PRT imply HDR?
  92. "marchitecture"
  93. SLI in reverse
  94. G70 here we come
  95. Some new MBX screens
  96. ATI's 'Fudo' R520 has 300 to 350 million transistors
  97. ATI & Nvidia investigating dual core GPU's
  98. ATI Fast14 tech? What difference can it make?
  99. Realtime raytracing chipset?
  100. Nvidia GDC05 presentations online
  101. Programming for SLI in OpenGL
  102. Anand - Understanding the Cell Microprocessor
  103. cg Lives! Nvidia shader lang for PS3 :)
  104. I WANT this hardware, BADLY!
  105. bare hardware to support HDR rendering
  106. Render to texture effects and MSAA...
  107. And now there is R580
  108. No NGAGE 2 using OMAP 2 w MBX rumor posts here yet?
  109. Loop unrolling in NVIDIA/ATI drivers?
  110. Flexible texture formats
  111. Will 256-bit Rambus XDR interface be viable this autumn?
  112. The first 24-pipe card is the 3Dlabs Realism 800?!?!?!
  113. Vertex-texturing, use and performance?
  114. HSI Vs Rialto Bridge Chip
  115. Colour Subsampling
  116. Any demonstrations of 3D textures (or *gasp* GAMES?)
  117. G40 vs MBX
  118. anymore insight as to what Nvidia G70 and G80 actually are?
  119. Shader Models 2 and 4
  120. FarCry and HDR rendering
  121. HDR Method used in Splinter Cell: Chaos Theory
  122. The Perfect Anti-Aliasing
  123. Anyword on Nvidia's next-gen?
  124. No new videocard designs for 6months or so?
  125. New GLSL / Pbuffer benchmark [Update: version 1.4 / ORCv0.4]
  126. NV40 architecture and multichip GPUs
  127. Reality Engine Interview
  128. N-Dimensional texturing
  129. Deano Calver's Article online
  130. X800 vs GF6800 fp texture/buffer performance
  131. Infineon Sets Up Production of 512Mb 800Mhz GDDR3
  132. Rendering of a sidewalk
  133. Questions on GDDR4 Ram...
  134. Second add in card of most value: PPU or SLI GPU?
  135. Shader Model 4.0 -- what do we know about it?
  136. WGF 1.0 requirements
  137. about the multisample
  138. Are we gonna get info released on R500 before the R520?
  139. Will Multi-VPU require an ATI motherboard chipset?
  140. PowerVR@Wikipedia
  141. Shadow buffers + stencils for JC's next engine
  142. R520 for less than $300?
  143. I wonder what this is all about?
  144. DX-Next/WGF -- Features vs Performance
  145. R520 and G70 32 pipes ?, G70 dual core with turbo cache ?
  146. PPU = good for vertex processing?
  147. Will shader model 3 be enuff to h/w-accelerate cleartype?
  148. Opinions needed on this Interview
  149. ATi's next notebook GPU 90nm?
  150. Looking for info on a 512-bit GDDR3 Ram at 1 ghz....
  151. Interesting new patents
  152. Shaders and Emulators [plus hello guys]
  153. Unreal Engine 3 shadowing?
  154. NVIDIA Validates NV42, NV_ENGR1 Chips with PCI-SIG
  155. About Longhorn's graphics driver model...
  156. Super-Sampling AA
  157. truform performance on the ati Xx00 series
  158. SEGA - PowerVR - May 20th [ oh please be Series 5!]
  159. G70 to be power hungry?
  160. Quoting Demirug on HL2
  161. A quick question about R3x0 and R4x0
  162. Floating Point
  163. Tim Sweeney on UnrealEngine 3 shadowing
  164. Textures
  165. Quick question about HDR: RELOADED
  166. Forbes Signs up for Computex R520 Launch?
  167. R520 launch delayed?
  168. where to find a comprehensive article on HDR
  169. Pixel Shaders : How creative are you?
  170. R600 nugget...
  171. EDRAM in GPUS
  172. Unreal Technology site updated new screens and tech...
  173. Multithreaded games article at Intel...
  174. Intel license more PowerVR - codenamed Eurasia
  175. Geometry Instancing: What impact on pixel shading?
  176. Why is that...
  177. R520 informanina, part II (E3, etc)
  178. xbox360 gpu explained...or so
  179. TBR Patent Infringement
  180. Tim Sweeney says G70 > R520
  181. Asynchronous Hardware Communication
  182. ATI 'Crossfire' practical issues
  183. NV40 Pixel Cluster Dependency
  184. How hard would it be for a next generation GPU to handle PPU
  185. Arstechnica has the lowdown on the Xbox 360
  186. R520 (Kaleidoscope?) HD Decode/Decompression Capabilities
  187. DXLast?
  188. Ati Crossfire capable of 14X FSAA
  189. New Gigabyte MB: 4*NV GPUs; also 32*ATI WHOA!
  190. Crossfire Info
  191. Dumb question: MSAA vs SSAA, what is the big differences?
  192. New demo from nesnausk
  193. Tech Report: CrossFire DUAL SLAVE !
  194. AGP/PCIe Crossfire® will never happen.
  195. Vids of various launch Events?
  196. NVIDIA holding back an Ultra G70?
  197. SuperAA - feasible with SLI, too?
  198. Crossfire = 1 Master to multiple slaves? 3+ cards....
  199. Lead-Free RoHS?
  200. Crossfire's super AA mode enables AA with FP blending?
  201. New demo
  202. RGB - colour distribution
  203. Better color space
  204. R520 with PS3.0a
  205. Project Offset
  206. Tim Sweeney Interview -- Level Design, technology and more!
  207. Project Offset - New UE3 competition
  208. R500: A GP GPU? So what will it be used for...
  209. Dual Graphics Cards Utilizing Dual Core Processors
  210. Anything new in this Digit-Life Longhorn graphics article?
  211. ATI in trouble!
  212. Interlaced rendering demo
  213. New AA options in Detonator
  214. eMagin Z800 3d HMD ; OLED, 800x600, head-tracking integrated
  215. Official R520 specs!
  216. Typical GPU Efficiency
  217. will SLI return?
  218. ATI Acquires Additional Chip Design Solution
  219. Rumor Spec on R600
  220. Perspective Shadow Mapping Issues....
  221. X
  222. can G70/RSX do orthagonal AA?
  223. Umh..weird patent
  224. Huddy on XB360 tech coming to PC
  225. SLI: The Next Generation
  226. Breakdown of graphics bandwidth usage
  227. New benchmark
  228. Multi-threaded Drivers
  229. When Tuesday does the G70 NDA expire?
  230. First G70 Review on this planet!
  231. msaa + alpha to mask
  232. Benchmarking with new gen gfx-cards
  233. supersampling with lossy framebuffer compression?
  234. PCI-express -> better CPU / GPU load balancing when?
  235. Scott Sellers is back from the dead
  236. New Alpha to coverage demo
  237. A new patent issued by NVidia
  238. Whats needed for character/facial Photo Realism?
  239. Optimal Automatic Multi-pass Shader Partitioning
  240. Vertex Shaders: MIMD versus SIMD
  241. Pipe Confusion
  242. erased
  243. HDR+AA...Possible with the R520?
  244. RV530, What is it?
  245. NV48 Made it to Market?
  246. any info on geforce 7600? G72?
  247. Transparency AA on GeforceFX?
  248. Chris Donahue: WGF Longhorn and the Future of Windows Gaming
  249. Alpha test -> alpha to coverage tool
  250. G70 Core Clock Variance