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#1 | ||
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Senior Member
Join Date: May 2002
Posts: 4,307
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I'm starting this new thread for several reasons. New information (rumor) has just been reported about the 3DS, also we need a 3DS topic. The current DS2 topic is old and could be confusing to some people, not realising that it's 3DS now.
okay with that said: Quote:
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So who could be powering the 3DS? My bet is PowerVR, manufactured in Japan. |
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#2 |
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Member
Join Date: Nov 2006
Posts: 229
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Imagination Technologies isn't a Japanese company, though. DMP might be a likely candidate - maybe something like this: http://www.dmprof.com/release/leaflet_SMAPH-S_en.pdf
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#3 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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Who think IGN is talking out of their behind, or is misinterpreting what they've been told?
My guess is probably GC/Wii level with more advanced effects and shaders. It certainly would be very impressive for a handheld. I hope they keep the damn thing at 60fps. |
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#4 |
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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* raises right hand, left hand and a hind limb. waves those in the air, while desperately trying to keep balance on remaining grounded limb *
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#5 |
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Member
Join Date: Jun 2006
Posts: 556
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Maybe what IGN were really told was that it'll have a similar featureset to the PS3/360 but in terms of raw performance would be inline with the Wii? I could certainly understand how someone not so technically minded could get confused with such statements and come away with comments like they did. That's got to be around the sort of area we're expecting for this thing, right? Something like a SGX 535 would fit that sort of description and something of that calibre surely isn't out of the realms of possibility, no?
For reference with a high level of abstraction the iPad's pulling off some pretty impressive stuff @ 1024x768, like this: http://www.youtube.com/watch?v=KqdvClxB-Zg&fmt=22 Now the 3DS is going to be using a much lower resolution screen (if it's the rumoured Sharp screen it'll be 800x480 in 2D mode, half that for 3D) and developers will be coding much closer to the metal so that level of hardware should be able to produce some pretty spectacular results. There's the issue of battery life of course so its unlikely that Nintendo will clock the thing quite as high as Apple did but perhaps they'll take a strategy similar to what Sony did with the PSP where they'll "unlock" the chip later in the platform's life to give it a new lease of life once new models with better battery life are released? What process node would Nintendo be able to use if they're launching this thing before the end of the calender year? 40nm? Is DMP's chip a tiler? It looks a good candidate what with it being Japanese, incredibly scalable and (if their claims are to be believed) having the "industry lowest" power consumption. It coming from a more niche company may mean that Nintendo may be able to negotiate more favourable terms if they're desperate for their first big design win. What are people's expectations when it comes to RAM? 128MB of LPDDR2 seems to be the minimum for even low end smartphones these days and is available as a single chip so is there any real good reason why Nintendo would go with less than this? All in all I expect something with games that have graphics/complexity similar to Xbox games but for them not to be quite as RAM starved. Games that can't quite match the raw polycount of high end Wii games but make up for it through better effects/lighting and image quality is what I'd like to see, and games of that ilk should look very impressive in full stereo3D on a small 3/4" screen. |
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#6 |
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Beyond3d isn't defined yet
Join Date: Jan 2008
Location: New Zealand
Posts: 3,037
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I don't see why not, given the effects possible on the iPad and the much smaller screen. This is especially true if they have made it possible to significantly lower the overhead when displaying 3D content which is a very plausible estimate given the fact that they designed the system for 3D display.
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#7 |
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Regular
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#8 | |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,762
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Quote:
__________________
People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#9 | |
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Senior Member
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Quote:
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Small, Powerful, Cheap: GameCube had all three :) |
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#10 |
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Senior Member
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Is there any firm info on the 3DS screen yet? I saw that Nintendo DS CTR development board with the widescreen on top and normal screen below, but is there any sort of confirmation that the top screen is a Sharp auto-stereoscopic 3D screen? (which is the rumour going around I believe).
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Small, Powerful, Cheap: GameCube had all three :) |
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#11 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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DMP have been a curiosity of mine for several years. With their continuing development roadmap and offerings of OpenGL ES seminars, they seemed to have had some assurance of at least one signicant licensee and/or investor. They were previously discussed here.
http://forum.beyond3d.com/showthread.php?t=32326 Gigapixel was of course the 3Dfx and, in turn, nVidia acquisition while Stellar Semi and their scan-line (scene-captured, deferred) renderer went to Broadcom. That was way back in the Wild West days of the PC 3D accelerator market, and Broadcom's extremely low profile in the mobile SoC 3D market for all of these years made me think the Stellar assets had just been reassigned within Broadcom. However, the vague similarities to what I seem to recall learning about Nintendo's DS graphics processor makes me wonder whether Broadcom wasn't the mystery partner on that project and whether that was what had kept the former Stellar people busy for that time. Also, lately, this Stellar architecture or something somewhat like it has seemingly resurfaced within Broadcom's current product line-up. With a similar cost to an MBX Lite but with significantly lower performance, it's not too exciting yet, though. |
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#12 | |
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Member
Join Date: Apr 2006
Posts: 540
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#13 |
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Tiled
Join Date: Oct 2003
Location: Kings Langley, UK
Posts: 2,675
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OT, but wasn't Pixelsquirt a Stellar Semi thing, rather than Gigapixel? Edit: Ah, Lazy8s covered that above, ignore me.
__________________
A major redesign of the core ALU pineapple boomerang fortress. |
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#14 |
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Regular
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Gah, too many sunk tiler manufacturers out there ...
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#15 |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,762
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Well there are more tilers integrated in the embedded market today on the other hand, than non tilers. SGX aside, Mali and Imageon are both tile based too.
__________________
People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#16 |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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I've thought for quite some time that talking of 'tilers' as a category has become too misleading (after all it's not as if tiles weren't omnipresent for memory access pattern reasons anyway). I'd much rather talk of 'binners'; how you use that binning data once you've got it is just an (important) implementation detail.
__________________
Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#17 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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Let me ask a silly question. Trust me, it's very silly. Let say Nintendo does intend to have the 3DS beat the Wii graphically, would an ultra crappy integrated GPU like the GeForce 6150SE be enough to do it? I've done some tests with a relatively modern game called Paraworld (2006) and the game runs relatively well at 1024 x 768 with a few things here and there at high.
This is what Paraworld looks like: http://image.com.com/gamespot/images..._screen016.jpg I also tested it on an older game called Jurassic Park Operation Genesis. It was a GC/Xbox/PS2 era game with some really nice looking water. That game ran like butter at 800 x 600. Strangely enough, the GPU can barely handle Half Life 2. I think it was set to 480p. Looks horrible, yet the game is nowhere near as modern as Paraworld. If Nintendo is aiming for 800 x 480 with the 3DS, would a GPU of that power be enough? |
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#18 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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Quote:
* TBDR/OE for tiling/binning scene-capturers that do rigid overdraw elimination, and * TBDR for tiling/binning scene-capturers in general. By that convention Imagination's designs would be classified as TBDR/OE, and everybody else (GMA (sans 500), Z4xx/Adreno, etc) as TBDR. I'm also considering using 'just DR' (deferred renderer) for scene capturers in general. |
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#19 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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Quote:
Also, I'd take the 'more powerful than wii' tidbits as utter nonsense ; ) |
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#20 | |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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#21 | |
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Senior Member
Join Date: Mar 2010
Location: Cleveland, OH
Posts: 1,553
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Are tilers like Xenon, and by assumption Z4xx, really scene capturing? I mean, I might not understand the concept of operation completely, but it seems to me that instead of collecting all scene geometry then binning it it will render geometry immediately clipped against the tile boundaries, with the option to mark (or maybe remove entirely?) culled primitives and the requirement to render again for other tiles. It seems something in-between immediate and deferred, and also seems like something a modern IMR could mostly (entirely??) do, only lacking the explicit high speed tile memory, that might be serviced similarly with a framebuffer cache. But I'm probably really showing my ignorance with this post
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#22 |
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Tiled
Join Date: Oct 2003
Location: Kings Langley, UK
Posts: 2,675
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A 1VS, 2PS 6-series class GeForce isn't that far away from Tegra, functionally. The frequency is miles away, though.
__________________
A major redesign of the core ALU pineapple boomerang fortress. |
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#23 | |
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Tiled
Join Date: Oct 2003
Location: Kings Langley, UK
Posts: 2,675
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Quote:
__________________
A major redesign of the core ALU pineapple boomerang fortress. |
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#24 | |||
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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Quote:
DR TBDR TBR IMR etc The deferred part specifically relates to deferring shading/color until order is known. Quote:
Quote:
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Aaron Spink speaking for myself inc. |
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#25 | ||
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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Quote:
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AFAIK, Xenos and derivatives are not ovedraw-eliminating the way Imagination's are, but they are scene-capturing as much as Imagination's. Ok, in the case of the original Xenos - manual scene capturing ; ) ( or ; (, depending on whether you had to ship a product on that - I didn't). IIRC MS/ATI addressed that later into the lifecycle of the paltform with API augmentations. Here's an ATI/AMD paper from some time ago discussing their idea of a TBR from back then: http://developer.amd.com/gpu_assets/...eBasedGpus.pdf - I believe it's quite relevant to Z4xx. Pay particular attention to the 'resolves' topic. |
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