Nappe1 does it again: OY!

Simon F said:
Do you mean 2x4 samples or 4 in total?

I mean 8 samples. Dual texturing with bilinear filtering. (which means 2 textures, 4 samples each)

Simon F said:
I 'noticed' no such thing. :) PCX1's native mode was linear MIP mapping (i.e. blending samples from two Map levels as in Dungan's precursor to William's paper). It did have a tiny cache to reduce reads though. At the time it was felt that the 'texture aliasing in the distance' problem was the most important to address. Remember this chip was developed around the time of Doom which had rather nasty aliasing.

okay, I was wrong then :) good to know that one too.

Pyramid3D development started in 1995 so it took 2 years from start to working sample. I am not sure they had sample chip capable final speeds during 1997 demostrations. But one of the guys who were part of design team said that it took very long and many spins to get chip working on final speeds. (afaik there is at least 3 different clock speeds on working beta hardware. most likely even more.)

and about it's performance, though it would be slow as snail in the highway, I still can't stop wanting one of those. :) if not working sample, then just non-working version. (it would fit pretty well to my collection. ;) )
 
Suggestion if we gonna discuss old tech


3D HARDWARE HISTORY SECTION WOULD BE VERY MUCH APPRICIATED

Where you can talk about pyramide, rampage, mojo, hydra etc. all you want..........
 
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