Deadmeat said:Vertex Transform Capability : Max 4 million vertices/s
Polygon Rendering Capability : Max 120K polygons/s
Pixel Rendering Capability : Max 30 million pixels/s
Must have a built in T&L engine, as it would be impossible to achieve 4 million vertices/s without one on ARM9. Polygon rasterization capability is comparable to N64, but T&L has been improved.
Is Nintendo recycling the N64 GPU macro here???
VFP9-S Benefits
The vector processing capability of the ARM VFP9-S offers increased performance for floating point arithmetic used in automotive powertrain and body control applications, imaging applications such as scaling, transforms and font generation in printing, 3D transforms, FFT and filtering in graphics. The next generation of consumer products such as Internet appliances, set-top boxes, and home gateways, can directly benefit from the ARM VFP9.
I don't know what to make of it. The GPU is comparable to what N64/PSX had, yet the T&L performance is ~4X the PSX level. 4 MB RAM is fairly restrictive, but not as bad as PSP since it feeds off cart instead of a disc.
Deadmeat said:I don't know what to make of it. The GPU is comparable to what N64/PSX had, yet the T&L performance is ~4X the PSX level. 4 MB RAM is fairly restrictive, but not as bad as PSP since it feeds off cart instead of a disc.
Nintendo Insider learned from a source today new, exciting developments on the Nintendo DS hardware. As confirmed earlier today, the Nintendo DS was originally called the "Nitro." Apparently, Nintendo is also referring to the Nintendo DS as "Nitro" in the "Nitro Programming Manual" and other development documents.
Our source states that the best thing about the DS is that it will cost much less than the PSP, it has "very different hardware" [than the PSP] and it "takes a totally different approach in [developing] 3D games." While it is easy to develop for -- if you develop a new title for the system, there will be no problems -- it is "very hard/impossible to convert an existing nextgen title to the DS." The hardware is not like on the PC or GameCube, but is instead really different.
Our source states that when the specs are released, you will think that the system is very low tech, but this is not true; "it really has some decent power." Our source was willing to give us this regarding the DS's power: "The best way to describe it is a 2xGBA plus 1xN64 [built] into a portable hardware, but without [those] strict ROM limits of the old consoles.." Nintendo can and will still change the hardware up to the system's release, and the games will and "MUST" be different than on other consoles or portables.
Maybe not.Still, at 4 MVertices/s that might call for a faster Hardwired T&L unit.
Deadmeat said:Maybe not.Still, at 4 MVertices/s that might call for a faster Hardwired T&L unit.
Since a 4x4 dot 4x1 would require 28 FLOPS, only 96 MFLOPS is needed to claim 4 million vertices transform figure.
Deadmeat said:Maybe not.Still, at 4 MVertices/s that might call for a faster Hardwired T&L unit.
Since a 4x4 dot 4x1 would require 28 FLOPS, only 96 MFLOPS is needed to claim 4 million vertices transform figure.
Why would there be a section on a "2D Engine" if this thing has a N64-quality GPU? In that case 2D + 3D would both be handled similiarly (as they are on Playstation where "sprite" is just a special case of "triangle"). Then such things as "number of backgrounds" would be arbitrary - in fact that metric only makes sense if "Nitro" was to have an old-school scanline sprite engine instaed of a 3D GPU. That's very fishy.
A sprite processor carry over from GBA, I presume. DS is GBA compatible.Why would there be a section on a "2D Engine" if this thing has a N64-quality GPU?
A N64 level 3D performance, a bit more because of improved FPU.(N64 GPU was geometry starved) This is pretty good for GBA screen resolutin, anything over that is an overkill.This figure is in N64 range then: the N64 had a ~100 MFLOPS FPU.
Deadmeat said:A N64 level 3D performance, a bit more because of improved FPU.(N64 GPU was geometry starved) This is pretty good for GBA screen resolutin, anything over that is an overkill.This figure is in N64 range then: the N64 had a ~100 MFLOPS FPU.
I expect the sustained number of ARM9-VFPU to be be higher than R4300i becauseThe FPU appears few MFLOPS short of the N64 FPU
RSP never supported 4-byte floats, it was strictly for a 8-slot vector of 2-byte integers.You are forgetting about the RSP which was used for T&L and more by some developers.