Lazy8s said:Speaking of Naomi 2, these look like new screenshots for Virtua Fighter 4: Final Tuned -
I heard something like the pixels reject rate of 40/clock (should really ask Simon to verify this if he can though) which could give you a bit higher overdraw then 60x.This meant that when counting transparency, the maximun overdraw you could have is 2-3x, but other wise it is only limited to the limitations of the PVR deferred rendering capabilities of which I heard was upto 60x overdraw.
From what I've heard over the years this is how I see the DC PVR chip.
It may of only run at 100 megapixels but due to the deferred/tile based rendering none of it was wasted on over draw, only alpha blanding and transparency. This meant that when counting transparency, the maximun overdraw you could have is 2-3x, but other wise it is only limited to the limitations of the PVR deferred rendering capabilities of which I heard was upto 60x overdraw.
I'm noy 100% sure about these figures but I'm sure some of it is correct.
32 per clock.Fafalada said:I heard something like the pixels reject rate of 40/clock (should really ask Simon to verify this if he can though)This meant that when counting transparency, the maximun overdraw you could have is 2-3x, but other wise it is only limited to the limitations of the PVR deferred rendering capabilities of which I heard was upto 60x overdraw.
That's not what I've heard quoted and the performance benchmarks don't indicate it either. I believe it might be more like 16~32 per clock on the early Z reject.Speaking of this, interesting note is that modern rasterizers have early Z test that rejects at like 256pixels/clock
What? You can put as many polygons in (with different depth) as you like (memory permitting on CLX). There is no opaque "depth sort" limit because depth comparsions are done with an internal Z-Buffer.Lazy8s said:The CLX's maximum sort depth is 60 .
Right, that's what would make sense, and I'd think that areas of 60x overdraw would give an effective fillrate of 6 Gpixels/sec too. It was this listing which confused:What? You can put as many polygons in (with different depth) as you like (memory permitting on CLX). There is no opaque "depth sort" limit because depth comparsions are done with an internal Z-Buffer.
There may or may not (it's too long ago for me to remember) be a limit to how many intersecting layers of translucent polygons it will per-pixel-sort, but you'll hit a practicle performance limit, due to fill rate, first.
http://www.computer.org/micro/articles/dreamcast_2.htmThe system ASIC combines a PowerVR rendering core with a system bus controller, implemented using a 0.25-micron, five-layer-metal process. Imagination Technologies (formerly VideoLogic) provided the core logical design and Sega supplied the system bus. NEC provided the ASIC design technologies and chip layout, including qualification for 100-MHz operation. Fill rates are a maximum of 3.2 Gpixels per second for scenes comprising purely opaque polygons, falling to 100 million pixels per second when transparent polygons are used at the maximum hardware sort depth of 60.
Speaking of this, interesting note is that modern rasterizers have early Z test that rejects at like 256pixels/clock - so the overdraw elimination is even "more free" nowadays even though we don't use tilers
Well I should have been more specific, the number was referring to X800, and it's theoretical max for hierarchical Z reject, so granted it's not always gonna reject at that speedSimon said:That's not what I've heard quoted and the performance benchmarks don't indicate it either. I believe it might be more like 16~32 per clock on the early Z reject.
Well as noted I was thinking X800. And anyway, on these chips you'd want to render something like a Z-only pass first to get optimal overdraw elimination.Teasy said:Actually I noticed the other day that the Radeon 9700 and the Kyro II have pretty similar Villagemark scores