Shogmaster
Regular
I talked briefly with an nVidia engineer @ CES about the GoForce 3D 4500. I tried my best to not sound like an idiot artist trying to talk tech. Anyways, some info:
- Ground up IP focusing on ultra low power consumption. Not old GPU design on a shrunken process (dig @ MBX maybe?). The same basic power conservation tech will be incorporated into desktop GPU lines in the future (along the lines of Cool n Quiet for A64?).
- Chip can clock dynamically as well as turn on and off transistors as needed.
- Concept to final silicon delivered in approx 2 years.
- Right now the 4500 on the Gizmondo pre-pros are running around 67Mhz, but they are expecting the final units to be around 72~75Mhz.
- Transform in hardware, but no lighting = confirmed.
- Actual hardware achieved ~900K triangles per second in rendering benchmarks. Expect much less in actual games.
- Supersampling FSAA is supported, but not enough bandwidth to do supersampling in game and maintain decent performance.
- 280KB (?) of embedded RAM for frame buffer. Can stream textures from main system RAM, but the bus is only 16bit, so not really practical.
- Expects primary application for the chip to be smart/multi-media enabled cell phones.
- Product refresh cycle tied in with cell phone cycle: i.e. Do not expect anything near desktop GPU cycle of 6~9 months. 12+ month cycles of cell phone manufacturers are to be followed by nVidia for the GoForce 3D line.
- Ground up IP focusing on ultra low power consumption. Not old GPU design on a shrunken process (dig @ MBX maybe?). The same basic power conservation tech will be incorporated into desktop GPU lines in the future (along the lines of Cool n Quiet for A64?).
- Chip can clock dynamically as well as turn on and off transistors as needed.
- Concept to final silicon delivered in approx 2 years.
- Right now the 4500 on the Gizmondo pre-pros are running around 67Mhz, but they are expecting the final units to be around 72~75Mhz.
- Transform in hardware, but no lighting = confirmed.
- Actual hardware achieved ~900K triangles per second in rendering benchmarks. Expect much less in actual games.
- Supersampling FSAA is supported, but not enough bandwidth to do supersampling in game and maintain decent performance.
- 280KB (?) of embedded RAM for frame buffer. Can stream textures from main system RAM, but the bus is only 16bit, so not really practical.
- Expects primary application for the chip to be smart/multi-media enabled cell phones.
- Product refresh cycle tied in with cell phone cycle: i.e. Do not expect anything near desktop GPU cycle of 6~9 months. 12+ month cycles of cell phone manufacturers are to be followed by nVidia for the GoForce 3D line.