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#1 |
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Member
Join Date: Feb 2002
Location: Switzerland
Posts: 218
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ftp://download.nvidia.com/developer/...GoForce_3D.pdf
&& http://developer.nvidia.com/object/hhsdk_home.html Looks like the AR10 hasn't a vertex shader, but just an Int/FP transformation engine. The "programmable" shading core is capable of six layer multitexturing, but seems to lack advanced features such as dot3 for bump mapping.
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Bring en hei! |
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#2 | ||
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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IMHO raises a question :
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Downloading SDK to see if it has more info... K- |
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#3 |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,768
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Can someone kindly explain how you can get acceptable results with 6-layer multitexturing and 16bpp colour depth, however high the quality of the dithering method will be?
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#4 |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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Multitexturing could be kept on the chip, instead of doing a read-modify-write you actually do all the 6 multi-texture blends on the chip and then do a single dithered write. This is probably why they mention 40 bits internal (probably 10 bits per channel). Hence the combine of the 6 layers is done with full accuracy and then on the final write out the dithering is done once... now this does raise the cache efficiency question when you need to keep 6 different textures around.
The real issue is with alpha-blending, multiple alpha-blended layers cause trouble since each layer adds dithering. So a smoke trial effect as seen in Quake will go ugly... but 6 multi-textured layers will not since there is only one dither operation. Most likely they support 6 layers since it saves bandwidth, no need to do multipass which introduces read-modify-write ops and also dithering. A Tile based architecture does not suffer from any of this since everything is on chip at high quality (tile buffer) and only 1 single write out with dithering is done, ever. K- |
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#5 | |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,768
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Hmmm I just re-read the Dual Paraboloid EMBM pdf:
Quote:
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#6 |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Kristof, please reassure me... You guys are gonna take over that market with the MBX so much NVIDIA won't even get any contract for this chip? Right? Right? I really, really don't want to see this POS in anything, or I'd probably cry... Uttar |
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#7 |
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Senior Member
Join Date: Feb 2002
Location: gjethus, Norway
Posts: 1,256
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They claim support for OpenGL ES 1.1, a standard that is still under development. Dunno what to make of this one.
The power management part seems to be a bit beyond what you can do within a soft IP core; if this implies that the chip is a hard IP, that by itself may turn people away from Nvidia on this offering as it severely limits what manufacturing processes you can run it on (AFAIK, at least MBX and probably AcceleonG30 are soft-IP). It doesn't support 32-bit texturing, which makes 40-bit internal precision look like a massive waste of transistors. The anti-aliasing apepars to be the same kind of super-sampling as seen in Geforce1/2, which is both slow and bandwidth hungry (BIG no-no on handheld devices Other than many-layer multitexturing of unknown quality, I don't see this core having any advantages over either MBX/MBX lite or Acceleon G30. Unfortunately, Nvidia has marketing power most of the other players in this market can only dream about, so we most likely WILL end up somewhere. |
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#8 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,951
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I think if you look into the ATI QUALCOMM deal it sounds as though we are beginning to see the 3dfx (early years) of the mobile market.
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#9 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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The first couple of handheld chips, even 2D, in the PDA market sucked rocks. We are definately seeing the Virge/Verite/3dfx "stage" of the market. PDA's/Cellphones really haven't had any uptake in gaming market.
Reason #1 is (except for NGage), the controls they have were designed for phone/PIM apps, not gaming. Reason #2 is, slow graphics. PocketPC probably came closest to usability, but still pales compared to GameBoy. MBX would be a waste in a PDA/Phone if it isn't put into something like an NGage or a device that has some kind of adapter to use a gamepad. Of course, the new standard to beat will be PSP. |
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#10 |
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Member
Join Date: Jan 2003
Posts: 257
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I wonder why they haven't used any Gigapixel tech in their mobile stuff. Seems to me that they are sitting on a goldmine that they don't want to explore.
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#11 | ||
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
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In other words, there may be a decent reason for 40-bit color throughout the pipeline. Regardless, I don't see why this architecture is bad for handhelds. The performance and power consumption numbers will be the most important, though, and those are as yet unknown.
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April 20, 1979 - America must never forget. |
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#12 | |
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Senior Member
Join Date: Feb 2002
Location: gjethus, Norway
Posts: 1,256
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Quote:
I would expect it to be much worse than MBX in terms of power consumption per pixel - it is immediate-mode, forcing several off-chip memory accesses per pixel that the MBX nicely avoids - and off-chip memory accesses are expensive from a power consumption point of view. Is there any mobile API, current or planned, that actually exposes the 'overbright' color support of AR10? In particular, OpenGL ES 1.0 doesn't. |
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#13 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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I think it's all too early right now. These are baby steps. Handheld gaming will continue to be dominated by custom made handheld game machines for the forseeable future (e.g. GBA, PSP) Most of these mobile chips are slated to go into PDAs and Phones. They make nice demos, but I don't expect a gaming revolution on NGage or PocketPC anytime soon. The devices are far too expensive, battery draining, and bulky compared to their "made for gaming only" console-like cousins.
Average PDA or PDA+Phone costs more than a PS2/Xbox. |
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#14 | ||||
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,768
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DemoCoder,
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http://www.powervr.com/Products/Grap...Lite/index.asp http://www.powervr.com/Products/Graphics/MBX/index.asp http://www.powervr.com/Products/Grap...XPro/index.asp With or w/o VGP, depending on needs. arjan, Quote:
Uttar, Say I haven't told you so :P Chalnoth, Quote:
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#15 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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By the way, look at this pdf for the GoForce 3000/4000:
http://www.nvidia.com/object/IO_11295.html Notice the 640kb of embedded memory (320kb for the 3000). Since the GDC document doesn't appear to touch on any of the hardware specifications, it seems reasonably likely that the GoForce3D will also include embedded memory (which would make the limited framebuffer and texture support make sense). This could make a significant difference in power consumption and performance.
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April 20, 1979 - America must never forget. |
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#16 | |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,768
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#17 | ||
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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#18 | |||
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,768
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Quote:
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Colour me biased but the few demonstration demos for PSP didn't exactly knock me out of my socks either, yet I am confident that SONY will have the better content after all. |
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#19 | |||
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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#20 |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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Nope, no more info at the moment but I think its odd for a Marketing document to not specify if it can do lighting ...
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#21 |
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Member
Join Date: Feb 2002
Location: Switzerland
Posts: 218
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This thing looks so boring, it could be that this is completly based on R&D at MediaQ, which planned a 3d enabled core even before they've been bought by NVDA.
I wouldn't count out that NVDA will anounce a much better 3d core anytime soon.
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#22 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
"Nice".
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#23 | ||
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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#24 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#25 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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