ImgTec Launches Programmable Shader Graphics Family

Discussion in 'Mobile Graphics Architectures and IP' started by Kristof, Jul 29, 2005.

  1. Nappe1

    Nappe1 lp0 On Fire!
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    This was the most informative post in the whole thread. Or at least it's in top 3. you just need to know how to read between the lines. ( and there's 5 of them. ;) )


    and no, I am not joking.
     
  2. Dave Baumann

    Dave Baumann Gamerscore Wh...
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    I would say that the end of the Xenos article wasn't entirely supposition...
     
  3. ddes

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    I believe it's not just IMG's patents, but also Gigapixel's patens, which are now owned by NVIDIA. I think IMG is also affected by these patents.
     
  4. ddes

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    I believe in mobile space you have to compare the performance/size/power ratios rather than pure performance, which is quite insignificant.
     
  5. Ailuros

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    In what way "affected"?
     
  6. TEXAN

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    TBR and TBDR are two different things.

    Nobody has access to TBDR apart from IMG.
     
  7. Ailuros

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    Who says that Gigapixel's cores weren't DRs?

     
  8. Simon F

    Simon F Tea maker
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    I don't think it was deferred.
     
  9. 3N1gM4

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    The SGX looks to have an impressive spec list for a core targeted at mobile phones, but how much of it is going to matter? Developers will probably just keep to the minimum spec as defined in OpenGL ES2.0 and not bother with the extra functionality.

    I noticed that GLES2.0 doesn’t support MRT’s – which is one of the features that Img Tech were hyping in their press release. And, it does support a new texture compression scheme that is supposedly superior to the S3/PVR 4bit/pixel texture compression methods.

    Apart from closed systems such as Sega’s arcade boards the extra features will probably not be used. What ultimately counts is compliance to standards, core size, power efficiency, performance and compatibility with previous products.
     
  10. Ailuros

    Ailuros Epsilon plus three
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    I wasn't immediate in the strict sense either with a binning engine the way I can understand it.

    Speaking of, isn't the proposed OGL_ES2.0 texture compression scheme from Ericsson?
     
  11. Nappe1

    Nappe1 lp0 On Fire!
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    PACKMAN compression perhaps?
    that's the one comes to my mind...
     
  12. Nappe1

    Nappe1 lp0 On Fire!
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    yeah, but from this generation, (G40, SGX, Mali200) does any of the companies give any public information about power consumption numbers? we could (as always) speculate that SGX should not be as power hungry as MBX was, but there's no raw fact on that.
     
  13. Simon F

    Simon F Tea maker
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    It's an updated version of the one in their presentation at Siggraph 2003.
     
  14. 3N1gM4

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    LINK
     
  15. Ailuros

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    It's been often said that there's a difference between estimating power consumption on paper and what it turns out to be in a final implementation.

    Given the capabilities of MBX I don't consider it power hungry at all; Freescale's MBX-Lite (MBX R-S from ARM) consumes according to them ~40mW@66MHz.

    Falanx claims 2-3mm^2 (edit: die size) for their Mali 200. I'd be willing to bet that that's an estimate for their lowest end model of the series of graphics IP. To have those numbers in the same graph where you claim a maximum of 10M Tris/sec performance, is a bit sneaky.
     
    #75 Ailuros, Aug 5, 2005
    Last edited by a moderator: Aug 5, 2005
  16. TEXAN

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    Yes, Falanx does seem like a sneaky sort of a company to me.

    Don't believe what comes out of their mouths I say.
     
  17. Simon F

    Simon F Tea maker
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    Looks like I'll have to do more work on the PVR-TC compressor.
     
  18. TEXAN

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    I've done some reading up on paralax mapping and it's apparantly the best method of bump mapping in the business, and even the gpu's of the ps3 and xenos can't do it.

    And yet this tiny GPU can. Absolutely amazing.
     
  19. SuperCow

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    Uh?

    To TEXAN:
    Where on earth did you read that Parallax bump mapping couldn't be done on PS3 or Xenos? Parallax bump mapping is only slightly more sophisticated than "normal" bump mapping - it just requires two accesses to a bump map (normal + height data) instead of one (although there are even more advanced parallax bump mapping techniques which give you self-shadowing as well etc.). Off the top of my head the basic parallax bump mapping method could probably be done with PS1.4-level hardware.
     
  20. Lazy8s

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    Imgtec changed the name of their new PowerVR architecture slightly from Unified Scalable Shader Engine to Universal Scalable Shader Engine, probably for greater distinction and to better reflect its encompassing of video along with vertex and fragment processing all from the same computational units.

    If SGX's programmable floating-point power is accessible enough, the most computationally intensive tasks in general on mobiles could be moved to the PowerVR processor. Hopefully Intel is taking such considerations into account with Stanwood.
     
    #80 Lazy8s, Oct 23, 2005
    Last edited by a moderator: Oct 23, 2005
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