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#1 |
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Member
Join Date: Feb 2002
Posts: 123
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#2 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Umh..Triple head, 80Mtransistors, 256 bits wide DDR bus...shaping nice
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#3 |
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Crazy coder
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Tuesday is certainly going to be a day to remember.
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#4 |
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Junior Member
Join Date: Feb 2002
Posts: 36
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How brave they are! Just wonder if Matrox will do anything on this...
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#5 |
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Member
Join Date: Feb 2002
Location: /home/rb/Switzerland
Posts: 402
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Yes, so much for NDAs . . . I mean, really.
... ... Not as if I was complaining. ta, .rb
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Sascha "nggalai" Erni, -.rb www.3dcenter.org | www.cgworld.de | www.nggalai.com "Size is not as important as fill rate or at least thats what I have been told. 8)" -jb, August 2002 |
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#6 |
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Henshin !
Join Date: Feb 2002
Location: Hong Kong
Posts: 1,279
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This year is really very interesting, and will definitely hurt my wallet more than ever.
http://hard.zol.com.cn/2002/0511/40598.shtml "Parhelia是世界上第一款512位的GPU,采用0.15微米生产工艺,集成了8000万颗晶体管 ,具有256位的显存,显存带宽超过20GB/s" Parhelia is the world's first 512bit GPU, which is fab on the 0.15 process, and contains 80M transistors, the 256bit memory bus provides more than 20GB/s bandwidth.
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Maskrider (a.k.a. Felix M.C. Li) The first thing I lost when getting older is memory, probably because of alcohol ! |
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#7 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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#8 |
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Member
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I am glad this tuesday won't be just a 3d technology preview like 3dfx had with voodoo4/5. Its good to see that they actually have working hardware, even if it many not be ready for prime time (production). Acutally am a bit surprised.
Really looking forward to it, its good see competition back in the industry... I might have to buy one, tripple head looks awesome! Forget games.... porn on 3 monitors at once!!! |
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#9 |
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Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
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The second chip with 256bits DDR memory bus.
Imagine very large outdoors all DOT-3, great lighting, lots of polygons, nice filtering and high fidelity 3D. What will they do with .13 micron? Maybe the same Parhelia at lower price with different bandwiths for different markets. I hope Matrox will forgive them because it is really exciting. |
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#10 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,030
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Does anyone have the thing cached? It seems to be gone now...
*G* |
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#11 |
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Junior Member
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I just can't stop staring at those triplehead pics. That's awesome! I knew they could do it. I'm glad I have the money ready for the high-end gamers version from day one.
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"Fortune favors the bold." |
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#12 | ||
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Member
Join Date: Feb 2002
Location: /home/rb/Switzerland
Posts: 402
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Hi there,
Quote:
Not to make even more room for speculation here, but regarding the actual shipping of the hardware: I've "heard" from three different, unrelated sources that we're not talking about an autumn date, but more something on the lines of the next couple of weeks / few months . . . let's hope for the best. (And don't forget that's all speculation until Tuesday.) @nAo Quote:
ta, .rb P.S. I apologise if I come over too much like a fan fag. But the idea of a Matrox board that's more than decent for actual gaming is making me quite . . . happy. Yes, happy. Er.rb
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Sascha "nggalai" Erni, -.rb www.3dcenter.org | www.cgworld.de | www.nggalai.com "Size is not as important as fill rate or at least thats what I have been told. 8)" -jb, August 2002 |
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#13 | |
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Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
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Quote:
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#14 |
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SNAKES... ON A PLANE
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Jeeze, talk about exponential performance increases lately.
Way back when, it was a question of 30-50 FPS between generations (for the most part)... now we're talking 100-130 more FPS... You know, I just realised something: This jump may actually beat the legendary Voodoo Graphcs -> Voodoo2 Triple-performance gap.
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For Great Justice Move Every 'Zig' |
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#15 | |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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Quote:
Tripple Head... kewl on paper but even less useful and realistic than Dual Head. Having 2 display devices on your desk : maybe, but 3 ?!
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Kristof |
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#16 |
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Member
Join Date: Feb 2002
Location: /home/rb/Switzerland
Posts: 402
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Hi Kristof,
my thoughts exactly. .15um and a gate count of 80Mio . . . eeek. This thing will be VERY pricy. Regarding your argument againts triple-head: I see it like pascal above--if the thing has enough power to drive three screens, I'll be happy using that juice for some nice texture filtering and FSAA . . . ta, .rb
__________________
Sascha "nggalai" Erni, -.rb www.3dcenter.org | www.cgworld.de | www.nggalai.com "Size is not as important as fill rate or at least thats what I have been told. 8)" -jb, August 2002 |
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#17 |
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Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
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About price, TSMC .15 micron is old and some 53m transistors .15 micron GF3Ti200 today cost $100.
I will not be suprised if they sell it for $400. |
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#18 |
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Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
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#19 |
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Junior Member
Join Date: May 2002
Posts: 42
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My Russian is not that good, but a few interesting details can be found:
80 million transistors on 0.15 um process 350 MHz (?) 256 bit memory IF 4 vertex shaders (2.0) 4 pixel pipelines with 4 texturing units each, pixel shader v1.3 (although they are talking about 2.0 as well) 16x AA 2 integrated RAMDACS, digital out can connect to 3:rd RAMDAC And, of course, displacement mapping. That Grand Canyon looks cool! |
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#20 |
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Crazy coder
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Now this chip really seams very cool
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#21 |
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Regular
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WOW Pascal, just gonna think out loud a bit ...
Assuming those 128 bit vertex shader engines do 1 MAC per cycle thats 350 MP/s. I see the term anisotropic filtering wasnt fancy enough for Matrox :) The anti-aliasing looks very cool, quality wise its exactly (!) the same as 16x multisampling as long as the fragment buffer doesnt overflow AFAICS. Although it wont AA intersections, so its more like a modified A-buffer approach. |
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#22 | |
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Senior Member
Join Date: Mar 2002
Location: Germany
Posts: 1,031
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Let's see what the Babelfish says...
- 80 million transistors - 0.15 process - chip and memory clock up to 350 MHZ - 256 bit BUS - 20 GB/s bandwidth - 8x AGP with SBA and Fast Writes - 4 pipelines with 4 texture units each - Vertex Shader 2.0, four parallel shader units, some DX9 stuff supported - PixelShader 1.3... 4 texture + 5 combination stages on each pipeline (?) - possibility to combine the pipelines in pairs for 10 combination stages (?) - EMBM and DOT3 - some sort of fixed T&L support with extended matrix blending and skinning or something - 400 MHZ, 10bit RAMDAC and something about 10bit TV-Out thingy - triple head (kinky!) support for surround gaming - 16x "Fragment AA" only applied to boundry points of polygons or whatever (?) - No clue what this means but there's an exclamation mark so I guess it's important: "To glypyu Of antialiasing.the technology of apparatus boundary smoothing and gamma- correction of types (!)" - N-Patches with adaptive tesselation (?) - displacement mapping - DX8/OpenGL 1.3 and some DX9 Features ------ Ok, this kinda worries me.... Quote:
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#23 |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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I must say I found the following slide strange:
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#24 |
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Regular
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I hope this does not indicate curved surfaces in DX9 will be an extension of N-patches :( The hardware has to treat them as polynomial surfaces anyway, that should be exposed to the developer. We cant always keep dicking around with low poly modelling, and thats the only thing N-patches are good for, existing tools for high detail modelling with curved surfaces use the classic polynomial surfaces for good reason.
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#25 |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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I could translate the whole article, but that would take too much time. However, if anyone wants any part of the article properly translated (as opposed to crappy machine translation), tell me and I will do it for you.
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