Nintendo Graphics API Patent & Revolution GCN Compatible

j^aws

Veteran
Ninty-Block.jpg


Abstract

An interface for a graphics system includes simple yet powerful constructs that are easy for an application programmer to use and learn. Features include a unique vertex representation allowing the graphics pipeline to retain vertex state information and to mix indexed and direct vertex values and attributes; a projection matrix value set command; a display list call object command; and an embedded frame buffer clear/set command.

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[0015] While the DirectX approach has been widely adopted and is successful in providing compatibility across a wide range of different platform configurations, the use of a thick hardware abstraction layer and associated hardware emulation layer is not particularly suitable for current low cost dedicated video game platforms at the current time. The DirectX API was primarily designed for personal computers costing many hundreds or thousands of dollars and manufactured in a variety of different configurations and permutations. While the DirectX API has been successful in providing compatibility across a wide range of such different platform configurations, this compatibility has come at the expense of efficiency and performance. In the context of a dedicated low-cost video game platform, it is possible to do much better in terms of providing a fully capable programming interface that is very close to the hardware while providing a highly capable and flexible interface for achieving a wide variety of interesting 3-dimensional graphics effects.
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[0017] The present invention solves this problem by providing new and improved interface for graphics systems that is designed to be as thin as possible in order to achieve high performance, while also providing a logical and orthogonal view of the graphics hardware.
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and for backwards compatibility,

[0211]
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Certain of the above-described system components 50 could be implemented as other than the home video game console configuration described above. For example, one could run graphics application or other software written for system 50 on a platform with a different configuration that emulates system 50 or is otherwise compatible with it. If the other platform can successfully emulate, simulate and/or provide some or all of the hardware and software resources of system 50, then the other platform will be able to successfully execute the software.
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Source...

Okay, I'm not sure if this API is Revolutions or GameCubes, it was recently submitted on Nov 2003, so could be revolution. But the patent mentions an example, enhanced PowerPC 750 processor in the diagram so could be Gamecube. Can anyone confirm?

Either way, the patent mentions emulation and backwards compatability so revolution or it's succesor could now follow the trend set by Playstation! 8)
 
I should never read patents they just depress me. What exactly are they claiming to have invented here? And which bit is none obvious?


It looks like a GC patent to me.
 
That diagram describes GC down to a t...

Still not convinced backwards compatibility is neccessary in a console though. Traditionally this has not been the norm, and everything worked out just fine anyway.
 
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