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#1 |
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Member
Join Date: Jun 2006
Posts: 556
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Now the 3DS is confirmed, we can leave behind the rumour mongery and focus on facts as they are revealed. This post will be updated with confirmed specs as they become known.
GPU : DMP PICA200 (press release) ___ Nintendo just confirmed that its using DMP's PICA200 technology, as was rumoured earlier in the thread. There's some slides (in English) about the demo Futuremark put together for them that I found here: http://journal.mycom.co.jp/photo/art...mages/003l.jpg Taken from this japanese article: http://journal.mycom.co.jp/articles/...h07/index.html I hosted the video of that tech demo on Youtube a few days ago as it took forever to download from DMP's site. Video is here: http://www.youtube.com/watch?v=3A-xxUyJvQQ In summary, its an OpenGL ES 1.1 part with a whole raft of custom extensions. Vertex shader but no programmable pixel shader, however the fixed function pipeline can pull off many of the effects you see in OpenGL ES 2.0 games anyway. No word on which specific model Nintendo went with at this point. |
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#2 |
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Regular
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I don't really mind the fixed function pixel pipes ... but the lack of AA ... bleh.
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#3 | |
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Member
Join Date: Jun 2006
Posts: 556
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Quote:
His post is here: http://www.neogaf.com/forum/showpost...&postcount=695 |
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#4 |
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Member
Join Date: Apr 2006
Posts: 540
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#5 | |
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Member
Join Date: Apr 2010
Posts: 422
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Quote:
In terms of the PICA200 and 3DS, does that mean Nintendo will be using OpenGL ES, ie. it should be relatively easy for developers to port their existing iPhone/Android/etc. games to the 3DS? A comparable catalogue of cheaper games could certainly level the playing field with the App Store, while still being a platform for dedicated gaming. |
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#6 |
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Senior Member
Join Date: Jun 2008
Posts: 1,749
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Anyone know the cost of this DMP chip in bulk? What about power consumption?
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#7 |
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Senior Member
Join Date: Mar 2010
Location: Cleveland, OH
Posts: 1,579
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Guess we're back to speculating how 3DS is accomplishing backwards compatibility, or at least I am. I imagine Nintendo considers it so mundane as to not be worthy of showcasing, but I do wonder if it's 100% and without caveat.
It feels to me that any mobile technology that doesn't boast "tiling", "deferred rendering/shading", or at least "early z" is kind of a disappointment. Of course, it could have any of these things, but I'm sure it'd be more willing to boast if it did. Just being an OGL ES 1.1 part makes it seem like it's pretty old, although 4 pixel/clock is pretty good (but then, PSP does that too) - probably necessary just to keep up with overdraw. The anti-aliasing must come at a price, or else everything would be using it.. and so far just about nothing is. I'm by no means as educated on this as most people here, especially in terms of applications, so could someone tell me exactly what exact features they think the fixed function "Maestro" features correspond with in implementation? Is "refraction mapping" just normal mapping, or environment mapping? Is per-pixel lighting dot3 shading? Is subdivision primitive tessellation? What would shadow include beyond what the stenciling can already do - maybe polygon ID features like in DS? Finally, gaseous object rendering o_O I assume that's not just fogging or something comparatively simple? There are some siggraph slides on their procedural textures, but only with picture examples, not explanations. These look like some kind of somewhat random gradients: http://journal.mycom.co.jp/photo/art...mages/025l.jpg http://journal.mycom.co.jp/photo/art...mages/026l.jpg While these just look like 8-way mirroring: http://journal.mycom.co.jp/photo/art...mages/027l.jpg Further slide: http://journal.mycom.co.jp/photo/art...mages/029l.jpg Seems to be addressing subdivsion, not sure in which direction the work is being done: http://journal.mycom.co.jp/photo/art...mages/032l.jpg http://journal.mycom.co.jp/photo/art...mages/033l.jpg |
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#8 |
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Regular
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#9 |
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Agent of the Bat
Join Date: Apr 2002
Location: Alma, AR
Posts: 3,624
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Jon has a little background on DMP...
http://jonpeddie.com/blogs/comments/...aphics-engine/ Tommy McClain |
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#10 |
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Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
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Just speculating here, but the per-pixel feature set reeks of EMBM and DOT3. The "procedural texture" examples can all be recreated with/probably are perturbed 1D textures.
Subdivision could be n-patches ala Ati's TruForm, if anybody remembers that. Basically, the caveat of your wonderful organic round objects lies in how much work you have to do to stitch them together with artificial, hard-edged objects without getting creases and cracks and t junctions and whatnot. The technique also requires per-vertex normals, which probably don't even exist in the source data of most DS game 3D models, so that's an extra expense. The only thing that might actually be new is the "per-vertex subsurface scattering" stuff, which is just a weird claim to make. It could be a non-linear color interpolator. Just as well it might be a byproduct of the tesselation engine. I don't see tesselation or whatever the sss tech turns out to be getting any use at all in games. This stuff just isn't compatible with the modeling tools on the market, and honestly not worth the investment to change the tools around to match. DOT3 per pixel is useful though, to make dynamic highlights that don't swim around between vertices, and we'll see EMBM used for water effects and the occasional bumpy reflection on a shield or something. edit: would like to know more about their shadowing features. Standard shadow maps, or proprietary mojo? Last edited by Rolf N; 21-Jun-2010 at 13:29. |
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#11 | |
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French frog
Join Date: Jun 2005
Location: France
Posts: 4,172
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Quote:
__________________
What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#12 |
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Regular
Join Date: Aug 2006
Posts: 6,866
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My take is that a Japanese company (Nintendo) wanted to buy from another Japanese company, and the end result is we get a very lackluster GPU in 3DS.
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#13 |
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Member
Join Date: Nov 2006
Posts: 229
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#14 |
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French frog
Join Date: Jun 2005
Location: France
Posts: 4,172
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Here the best description I could find about the tech
__________________
What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#15 |
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Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
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He doesn't make a strong case about it though. Fixed function blocks and the ability to render fuzzy volume objects aren't all that exciting. No idea why he chooses to call that "amazing high-end graphics functions".
800MPix/s is the actual big news here ... assuming the 3DS uses the full-on version, and not some cut-down variant. |
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#16 | ||
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Member
Join Date: Nov 2006
Posts: 229
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Quote:
Quote:
Last edited by wsippel; 21-Jun-2010 at 13:51. |
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#17 | |
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Senior Member
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Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#18 |
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Member
Join Date: Jun 2006
Posts: 556
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Here's that 2008 slide with the much more appealing numbers:
![]() Taken from here. Pretty impressive that they managed to hit 400mhz at 65nm and those power consumption figures are very encouraging (and likely the major reason why Nintendo chose the platform). I wonder what Nintendo have managed to eek out of this thing at 40/45nm? I figure these figures must apply to the "full fat" version with 4 pipelines and 4 vertex shaders but we have no indication whether this is the variant Nintendo is using. |
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#19 | |
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Senior Member
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Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#20 |
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Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
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Clearly a steam cobra
>_> |
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#21 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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For a technological dummy like me, how does this compare to the likes of GC/Xbox/Wii? It sounds way more powerful than PSP from those numbers.
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#22 |
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Member
Join Date: Jun 2006
Posts: 556
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Programmer art eh, can't beat it! All we really know at this point is the featureset and architecture used, we have no idea of the raw throughput of the derivative that Nintendo is using yet. There could be an order of magnitude worth of variation depending on which version Nintendo has chosen and how fast they've clocked it. |
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#23 |
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Senior Member
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Have they added more vertex shader units to the 2008 model? The first slide from 2006 claims 15.3m tri's per second at 200Mhz. The second from 2008 claims 40m tri's per second at 100Mhz.
__________________
Small, Powerful, Cheap: GameCube had all three :) |
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#24 |
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Senior Member
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It does undermine the accuracy of their specs sheet a bit
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#25 |
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Senior Member
Join Date: Jan 2007
Posts: 1,221
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