Whew! My life has a purposeHowever, we did leave vendor specific texture compression available, since omitting that would have caused significant performance hit.
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Whew! My life has a purposeHowever, we did leave vendor specific texture compression available, since omitting that would have caused significant performance hit.
Our S60 UI already is totally based on SVG, and OpenVG acceleration is becoming more and more important. In addition, OpenGL ES will be featured in number of non-gaming applications in future.
Does the N93 have accelerated OpenVG?
But then again not. OpenVG as a spec matured way too late. N93 still uses our proprietary SW rasterizer for SVG-T based scalable UI that S60 features. We will move to inhouse SW OpenVG soon, and that will then enable HW acceleration in the future. However, exposing that API to developers is a different thing... OpenVG was something we drove even more active than ES2.0 - Nokia chaired the working group for most of the standardization period.possibly....
Whew! My life has a purpose
I take it then that Nokia will not be releasing a device which exposes IMG's proprietary extensions for MBX. I also take it that there will be other vendors' designs (Bitboys?) used for this Nokia platform.As said earlier, we try to do everything to minimize the feature differences between the devices. Let's take N93 for an example. We decided not to expose any of the hardware's vendor specific extensions, including vertex shaders. This was a painful decision but removed need of quite substancial double-codepath from applications.
What extra effort to avoid pipeline stalls?What is the developer feedback on the relatively deep graphics pipeline of the N93's GPU? What is their impression of its performance versus extra effort spent to avoid pipeline stalls?
However, gaming is not the only use case for graphics. Our S60 UI already is totally based on SVG, and OpenVG acceleration is becoming more and more important. In addition, OpenGL ES will be featured in number of non-gaming applications in future. And all of these combined justify the existance of graphics hw in a convergence product like our handhelds are.
http://www.beyond3d.com/forum/showpost.php?p=736805&postcount=15
[talking about G12...] Difference in power consumption is so remarkable compared to software implementation, that without chip like this I don't see SVG coming viable in entry level / mainstream cell phones during next two - three years. Again, I think the price is so low that Nokia will incorporate this chip in every single model. (if not in every single model, then at least all those minority phones that do not have OpenGL ES HW accelerator. )
The features of OpenVG are so close to that required for a full 3D pipeline that, IMHO, they should be one and the same.Not everyone likes 3D in phones, but everyone definetely likes longer battery hours and better response in menus. Also, you could state that MBX Lite can do it too, but it's a bit overkill on price as well as size for low end phones. (I am not going to argue here, if plain full HW implementation designed straight for the task is faster or more efficient than HW implementation that is designed quite close and is able to do same stuff with small CPU overhead.
You've lost me.Ailuros said:Your life my have gained somewhat a purpose, but I just saved myself from spending over 740 euros on a high end mobile phone.
***edit: just as a sidenote, there were way too many doubts in the past that the N93 is actually based on OMAP2
Given that I didn't understand any of that I guess there is little pointas for this I only said that I don't believe that until I have seen it. Same went to the Bitboys, ATI as well as nVidia.
(It also can be argued if I was questioning MBX being used as basic chip for N-Gage 2 platform. Again it can be argued if it is that. Basically yes, though there isn't set of phones using N-Gage 2 platform, but just one. Also, the released ATi Deal can be questioned if that means Nokia using ATI accelerators for N-Gage 2 platform as 3d accelerator features...)
so?? what's the point continuing this?
Ailuros is saying that with some of the hardware unusable (vertex units), (s)he doesn't see any point in spending loads of money on the phone. Kinda like would you shell out $50,000 for an 8 cylinder car if two of the cylinders were disabled, when the same car in 6 cylinder variety is availalble for $25,000?You've lost me.
Ailuros is saying that with some of the hardware unusable (vertex units), (s)he doesn't see any point in spending loads of money on the phone. Kinda like would you shell out $50,000 for an 8 cylinder car if two of the cylinders were disabled, when the same car in 6 cylinder variety is availalble for $25,000?
I'm sure for the mainstream buyer they won't care what's in the hardware as they go by results, and they'll be seeing much improved 3D on these phones. Still, it does seem a waste to include powerful hardware that'll never be used. I guess for many a tech-head, the transition phones are to be avoided until the OpenGL 2.0 standard becomes widely adopted and the hardware fully utilized.
as for this I only said that I don't believe that until I have seen it. Same went to the Bitboys, ATI as well as nVidia.
(It also can be argued if I was questioning MBX being used as basic chip for N-Gage 2 platform. Again it can be argued if it is that. Basically yes, though there isn't set of phones using N-Gage 2 platform, but just one. Also, the released ATi Deal can be questioned if that means Nokia using ATI accelerators for N-Gage 2 platform as 3d accelerator features...)
so?? what's the point continuing this?
If all N-Gage 2 phones used MBX, what would be the point of not exposing vendor specific extensions? Surely Nokia plans on using different GPU vendors and using OpenGL ES 1.0 for N-Gage 2 as it is the lowest common denominator?It also can be argued if I was questioning MBX being used as basic chip for N-Gage 2 platform. Again it can be argued if it is that. Basically yes, though there isn't set of phones using N-Gage 2 platform, but just one.