It appears that 3dhq secret project, Revenge, has been canceled:
http://www.tdhq.com/
So what was Revenge, you might ask? 3dhq has provided the details in this Powerpoint presentation: http://kirby.colorado.edu/jrr/revenge.ppt
In addition, the speck sheet (which for some reason doesn't exactly match the PP presentation) has been made available in this thread by 3dhq personnel:
Apparently, a licensing agreement has been reached:
The overview of some ground-braking, patent-pending technologies developed for Revenge has also been provided. The summary of some of the patents follows:
Additional information:
http://www.tdhq.com/
To our valued supporters:
We would like to take this opportunity to thank you for the support you've given us during the many, many months we have existed as an organization. It's no secret that we've taken pride in our productive, helpful, and active community. We've also enjoyed designing and building the software driver releases we have provided to others during this time, and it is with our greatest apologies that we announce the original intended goals of this project will not be completed.
We are not declaring a cease of all driver development, but over time our ability to effectively build and release drivers has slowly ebbed away as we have encountered increasingly difficult dilemmas in their design.
We encourage others to take up the projects and while dedicated members of our driver development team may continue at their own pace and choice to build and improve drivers for 3dfx hardware, as said, they may not do so with such pace as before and even may not continue at all. That is why we hope others will also take up the production of these drivers to help as much as possible those who still use the products they are built for.
It is with mixed emotion, also, that we release the intended aims of the "Revenge" project long alluded to by our web site.
"Revenge" was a revolutionary new computer graphics rendering hardware design that using modern innovations mixed with the proven reliability of various hardware aspects of rendering hardware as it is now would have been capable of exceeding the performance and rendering detail of currently available hardware by geometric proportions, and quite possibly, had it been produced as planned, leading opposing products by as many as four product cycles.
Originally intended for production by Q1 2003, Revenge technology needed a vast corporate infrastructure to support its production and sale. Revealed to venture capitalist firms worldwide earlier in 2001 and 2002, the technology received promises of investment backing by two major investment corporations and multiple high-capacity single investors, and indeed the seeds of 3dhq, Inc., as it would have been, had already been sown. However, the leading single investor and would-be CEO of the new corporation endured multiple debilitating situations near the final phases of the project, and, due to timing concerns as well as the lost sureness of the project's success and prospective logistics, Revenge technology's finalization and production for sale has had to be cancelled, as of now.
Further technical data and information on Revenge technology can be downloaded from the downloads section of this site, and more information is available on the applicable areas of 3dhq's online community.
The online community of 3dhq will remain intact for as long as it is active and able to help others with any aspect of computing and also provide an excellent place for discussion of events of the graphics hardware and computing world, and beyond. We encourage you to visit our forums via the link on this page, and to become and remain involved in this community that has held constant for well over a year and a half.
Again, we thank all of you for your continued support through this time of refocus for 3dhq. We do still envision a future for this site and this community, and from the kind of quality we've seen in our community ever from its start at the turn of the millennium as 3dfx Underground until now as 3dhq, we securely believe that is possible.
Sincerely,
Devin Phillips
3dhq Founder and Administrator
So what was Revenge, you might ask? 3dhq has provided the details in this Powerpoint presentation: http://kirby.colorado.edu/jrr/revenge.ppt
In addition, the speck sheet (which for some reason doesn't exactly match the PP presentation) has been made available in this thread by 3dhq personnel:
Code:
96M+ Triangles/s
0.13 micron 8 w power consumption with approx 36 million transistors.
3200MP/s fill rate
32 fully featured pixels per clock.
128 bit internal Precision with 64 bit Zbuffer support.
Hardware Deferred Rendering Capability (Tiling).
1024 bits wide Memory Crossbar divided into 4 256 bit pathways.
96 Texel cache Stages upto 16 shared rendering pathways with 2tmus per pipe.
32 layer multitexture in a single pass.
Upto 1000 K + triangles per frame.
Capable of 1600 Mega pixels in a single pass with 16 textures, Trilinear Anisotropic Filtering and 24 bit textures with 4x Multisampling.
Free Anisotropic Filtering with AA enabled.
Upto 256 tap Anisotropy possible.
Hardware Displacement Mapping and full DX9.1+ Capability.
Upto 78GB/s fill rate.
Full color compression and Bandwidth saving capabilities.
Multi-sample anti aliasing (Gamma corrected and rotated grid jittered samples) upto 16 samples possible.
Super Sampling upto 8X jittered grid.
Full support for cinematic factions such as motion blurs soft reflectance and soft shadows.
Off Chip geometry co-processing Industry innovation in TNL solution
Twin Risc TNL engines for Advanced pixel/Vertex shading calculations
TNL units hyper threaded for optimal CPU like performance.
PS /VS Shaders 1.0 to 2.0 + specs
Full DXTC 1 to 5 Support with FXT1 support in Hardware.
Fully microcode updatable Architecture.
500 + MHZ internal and DDR clock.
Multichip Capable Architecture MCA.
Upto 4 chips in MCA. 9.6 GPixel/s possible.
AGP 8X AGP 3.0 Spec.
32MB to 256MB frame buffer
Apparently, a licensing agreement has been reached:
HARDWARE TECHNOLOGY LICENSING AGREEMENT
This agreement is made as Dec 28, 2002 by and between 3DHQ ("3DHQ") and its Business source provider Schmidt Co For the amount of USD 97.5 Million , Ninety Seven and a Half Million dollars.
WHEREAS:
3DHQ develops markets computer and console graphics hardware and
Licensee wishes to license such technology on the terms of this license.
The overview of some ground-braking, patent-pending technologies developed for Revenge has also been provided. The summary of some of the patents follows:
Multiplexed synchronization circuits for switching frequency synthesized signals
Multiplexers are used to generate synchronized slave clocks from a common master clock. A first multiplexer and a second multiplexer generate a first slave clock and a second slave clock, respectively, from the common master clock. A third multiplexer and
a fourth multiplexer are configured as a divide-by-n circuit for providing a third slave clock that is a divided version of the second slave clock. A fifth multiplexer provides a matching delay to preserve the synchronization between the first slave clock and the other slave clocks. A sixth multiplexer is used to select between the second slave clock and the third slave clock in response to a select signal. A flip-flop may be used to provide the select signal and to guard against false selection of slave clocks.
Content addressable memory with an internally-timed write operation
A content addressable memory with an internally-timed write operation includes a data input for receiving a input word. Coupled to the data input are a plurality of storage registers comprising stored words. Each storage register includes a comparison circuit for comparing the stored word with the input word and producing there from a match output indicating a match when the stored word matches the input word, and indicating a miss when the stored word does not match the input word. Coupled to the storage registers is a miss detector for generating a miss signal responsive to each of the match outputs of the storage registers indicating a miss. Coupled to the miss detector is a write cycle circuit for writing the input word to at least one of the storage registers responsive to receiving the miss signal
Command data transport to a graphics processing device from a CPU performing write reordering operations
A system and method for enabling a graphics processor to operate with a CPU that reorders write instructions without requiring expensive hardware and which does not significantly reduce the performance of the driver operating on the CPU. The invention allows the graphics processor to evaluate the data sent to it by software running on the CPU in its intended and proper order, even if the CPU transmits the data to the graphics processor in an order different from that generated by the software. The invention works regardless of the particular write reordering technique used by the CPU, and is a very low-cost addition to the graphics processor, requiring only a few registers and a small state machine. The invention identifies the number of "holes" in the reordered write instructions and when the number of holes becomes zero a set of received data is made available for execution by the graphics processor.
Circuit for processing RISC instructions for 96 bit Pipeline texture stage. Vertex and Pixel Shader Implementation routines 2.0+
An apparatus and method for prioritizing interrupt requests in a RISC processor. By utilizing hardware to prioritize the requests, processor time is reduced. The acknowledge signal (Ack(0)-Ack) from a priority resolve circuit (50) selects the given service routine entry to branch instruction generating circuit (56, 5. A lower priority service routine can be interrupted by a higher priority reply. Circuit Accelerates Video Bit signals by dividing itself into multiple synchronized Shader arrays, the shader array is 196 bit precision with 32 alpha channels. Speed tessellation allows RISC processor to emulate all pixel shader versions from 1.0 to 2.0+ HLSL AND CG capable.
EDRAM based internal Hardware Bus with a 1024 bit Memory cross bar divided into 128 divisors.
Internal Revenge XC-1 architecture utilizes a 1024 bit internal compression bus. Internal compression allows multiple ACKS numbering to a million per byte to be transferred via complete switching multiplexing. Memory data is compressed up to 24:1 internally with a single chunk size exceeding 1 megabyte/ns. This allows for hardware based compression and faster color compression and Z buffer Routines.
Additional information:
Revenge, as we all know now from Aqueel's last saying, was going to be a Gfx chip. A revolutionary one at that. We had old 3Dfx tech, namly the stuff nVidia didn't get. That being Rampage. Rampage, by itself kicked ass. We had got a board made, from a company that will be left un-named, and it was crazy. Aqueel tested in in Quake 3, and @ 1280x1024 with max gfx @ 8xAA it churned out 254FPS. Now, if you ask me that's faster than anything out there. And that was about 8 months ago! Between then and now, we've made alot of revisions to that design. New memory architecture and so forth. Added some things that would make it even faster. It would've been the chip of chips!
It was of RISC design, and used very little power, thus putting off very little heat. I bleive, if memory serves me, it would've either not needed a HFS or it would've used just a passive HS. Then there was the Sage chip, or as we called it PHOENIX. We could've added numerous Revenge and Phoenix chips to one board, and it would've just been nuts. It would've obviously needed an external power source if enough were used, but with the right amount, it wouldn't have needed any. We were going to have a few types of boards. (R is revenge, P is Phoenix) 1R and 1P and then 1R and 2 P and then 2R and 2P and 2R and 4P. Crazy shit to say the least. Can you imagine, if a 1R 1P turned 254FPS, what would a 2R4P done LOL. "But it would've cost a fortune". Nope, due to how we had it all layed out, it would've been cheaper than anything out there. We were going to be going from $75-$275. Now the $275 I'm sure would've been the 2R2P but it might've been the 2R4P. Who knows :| Time to bust out documents I have and rip some info.