Megadrive1988
Veteran
okay I didn't want to mislead anyone with the title, there is no info in here about Revolution. just questions. this time, I'm wondering about the geometry or vertex pushing hardware that will be in Revolution's ATI- designed G|VPU, likely to be fabbed at NEC.
brief history of Nintendo's geometry hardware
SNES: Super FX (StarFox), SuperFX2
Nintendo 64: Reality Signal Processor within the Reality Co-Processor
Gamecube: 'XF' Triangle Transform Engine within Flipper.
(plus some assistance from Gekko's SIMD unit?)
Gamecube's main geometry engine in lower right of Flipper block diagram
looking at ATI's recent past and likely roadmap, they have been moving from 4 Vertex Shaders (R3xx) to 6 Vertex Shaders (R420/R480) to 8 Vertex Shaders (R520).
are they going to keep things simplifed for Nintendo's graphics processor like ArtX did with Flipper, or is ATI going to follow a more standard PC-centric approach, with parallel Vertex Shader units (assuming they're not unified) ??
or maybe Revolution's V & P processing units will be unified, as Xenon VPU supposedly is, and R6xx will be?
also, how does the XF ~ Triangle Transform Engine in Flipper (as well as any other vertex~geometry hardware i missed) compare to the twin Vertex Shaders in NV2A ?
brief history of Nintendo's geometry hardware
SNES: Super FX (StarFox), SuperFX2
Nintendo 64: Reality Signal Processor within the Reality Co-Processor
Gamecube: 'XF' Triangle Transform Engine within Flipper.
(plus some assistance from Gekko's SIMD unit?)
Gamecube's main geometry engine in lower right of Flipper block diagram
looking at ATI's recent past and likely roadmap, they have been moving from 4 Vertex Shaders (R3xx) to 6 Vertex Shaders (R420/R480) to 8 Vertex Shaders (R520).
are they going to keep things simplifed for Nintendo's graphics processor like ArtX did with Flipper, or is ATI going to follow a more standard PC-centric approach, with parallel Vertex Shader units (assuming they're not unified) ??
or maybe Revolution's V & P processing units will be unified, as Xenon VPU supposedly is, and R6xx will be?
also, how does the XF ~ Triangle Transform Engine in Flipper (as well as any other vertex~geometry hardware i missed) compare to the twin Vertex Shaders in NV2A ?