TEXAN said:Does anybody know the real MBX poly counts?
If you go to PowerVR's website they claim that lite can achieve 1mpps, however Renesas recently claimed that lite can achieve 5-6mpps.
So which is the correct figure?
TEXAN said:I really dont know.
Is the poly count of lite equal to that of DC? i.e 5-6mpps fully lit, textured, including A.I&Physics but only 1mpps for the majority of programmers?
The DC was like that, it did 7 million lit&tex theoretical, 5-6 million in a gameplay environment, but majority of your average devs couldn't get anything more than 1m-1.5m out of it. However the more talented ones like melbourne house and am2 went 3-6m.
So is that how lite is?
If not, then why did renesas use the 5-6mil figure? even though Simon confirmed they are using the lite in the SH3707.
Hmmm those look really reliableTEXAN said:
NO!!! Deferred rendering does not increase the polygon rate; it increased the effective fill rate.oth can do 1.2 million front facing poly's but with deffered rendering that equates to around 3 - 4 million,
TEXAN said:Both can do 1.2 million front facing poly's but with deffered rendering that equates to around 3 - 4 million, that's why we always heard the 3m figure for the DC.
But the regular mbx, the HR-S, can do 2.5 million front facing poly's per second, thats double of the lite and DC's figure. thus meaning the HR-S within the ngage 2 via deferred rendering is equal to 6-8 million double the 3-4 figure of DC/Lite.
In other words it completely annihilates the PSP, for which Sony have told devs to go for the 3 million marker.
Damn I cant wait for the n-gage 2.
Glad to finally have found this info.
Lazy8s said:PowerVR represents their technology but not their customers' implementations of it, so the figures they provide are guidelines for what an average implementation would yield.
They also don't design for performance much outside realistic usage scenarios, so the speed of their parts is competitive in target applications but not necessarily as high in theoretical measurements. The numbers they report tend to be the performance which can be realistically sustained.
Quoted geometry rates for games usually refer to the number of triangles transformed, not the ones rendered. Because transformation occurs before hidden surface removal, those polygon figures quoted for games don't need to be multiplied by the factor of overdraw. What does get multiplied to find the PowerVR equivalent, though, is fillrate.
I think Renesas's SH3707 as an MBX-Lite is a misunderstanding.
Fox5 said:Lazy8s said:PowerVR represents their technology but not their customers' implementations of it, so the figures they provide are guidelines for what an average implementation would yield.
They also don't design for performance much outside realistic usage scenarios, so the speed of their parts is competitive in target applications but not necessarily as high in theoretical measurements. The numbers they report tend to be the performance which can be realistically sustained.
Quoted geometry rates for games usually refer to the number of triangles transformed, not the ones rendered. Because transformation occurs before hidden surface removal, those polygon figures quoted for games don't need to be multiplied by the factor of overdraw. What does get multiplied to find the PowerVR equivalent, though, is fillrate.
I think Renesas's SH3707 as an MBX-Lite is a misunderstanding.
I heard there was a tech demo where dreamcast achieved 10 million pps.
BTW, I think DC only did 1 million pps, and 100 megapixels.
And is there any confirmation that ngage2 will use mbx? Would there even be a purpose if they give it such a small screen again?
PC-Engine said:Fox5 said:Lazy8s said:PowerVR represents their technology but not their customers' implementations of it, so the figures they provide are guidelines for what an average implementation would yield.
They also don't design for performance much outside realistic usage scenarios, so the speed of their parts is competitive in target applications but not necessarily as high in theoretical measurements. The numbers they report tend to be the performance which can be realistically sustained.
Quoted geometry rates for games usually refer to the number of triangles transformed, not the ones rendered. Because transformation occurs before hidden surface removal, those polygon figures quoted for games don't need to be multiplied by the factor of overdraw. What does get multiplied to find the PowerVR equivalent, though, is fillrate.
I think Renesas's SH3707 as an MBX-Lite is a misunderstanding.
I heard there was a tech demo where dreamcast achieved 10 million pps.
BTW, I think DC only did 1 million pps, and 100 megapixels.
And is there any confirmation that ngage2 will use mbx? Would there even be a purpose if they give it such a small screen again?
The 200MHz SH-4 in DC can transform 10 million polys/sec, however, the DC is triangle setup limited not transform limited. Triangle setup IIRC is 7 million tris/sec.
Well, it's not transform limited assuming that's all the cpu was doing.
Right, as mentioned, throughput was limited more by set up and ultimately by display list storage. It could never reach 10M-pol/sec, but it could certainly do more than 1M.Well, it's not transform limited assuming that's all the cpu was doing.
No dedicated geometry hardware on DC, coupled with slow general purpose performance of the CPU, you would be lucky to see 50% of CPU time devoted to processing geometry in a realworld application.PCEngine said:And your point is? You do know what triangles setup is right?