Verge said:all the other 6's and 8's are easily distinguishable.... why are only those 2 numbers screwed up some bad... it's obvious that the 2 numbers in question are 8's... but why don't they look like the other 8's on the page ??
Ilfirin said:Not sure if you guys have seen this article yet (it is marked as July 21st.. but I am almost certain it wasn't there yesturday)-
http://developer.nvidia.com/docs/IO/3122/ATT/CineFX_1.21.ppt
It has several direct comparasons between the r300, DX9 and the NV30. So even the frame buffer is 128-bit with the NV30 eh (not with DX9 and the r300)? Very future oriented.
Kinda indirectly says that it will support OpenGL 2.0 as well.
Ilfirin said:It was 4 down from the top on the left side of developer.nvidia.com
Ilfirin said:Not sure if you guys have seen this article yet (it is marked as July 21st.. but I am almost certain it wasn't there yesturday)-
http://developer.nvidia.com/docs/IO/3122/ATT/CineFX_1.21.ppt
It has several direct comparasons between the r300, DX9 and the NV30. So even the frame buffer is 128-bit with the NV30 eh (not with DX9 and the r300)? Very future oriented.
Kinda indirectly says that it will support OpenGL 2.0 as well.
Ilfirin said:Not sure if you guys have seen this article yet (it is marked as July 21st.. but I am almost certain it wasn't there yesturday)-
http://developer.nvidia.com/docs/IO/3122/ATT/CineFX_1.21.ppt
It has several direct comparasons between the r300, DX9 and the NV30. So even the frame buffer is 128-bit with the NV30 eh (not with DX9 and the r300)? Very future oriented.
Kinda indirectly says that it will support OpenGL 2.0 as well.
demalion said:Ilfirin said:Not sure if you guys have seen this article yet (it is marked as July 21st.. but I am almost certain it wasn't there yesturday)-
http://developer.nvidia.com/docs/IO/3122/ATT/CineFX_1.21.ppt
It has several direct comparasons between the r300, DX9 and the NV30. So even the frame buffer is 128-bit with the NV30 eh (not with DX9 and the r300)? Very future oriented.
Kinda indirectly says that it will support OpenGL 2.0 as well.
Could you check this link out and tell me if there is any difference? Don't feel like digging up my install CD for PowerPoint if it isn't necessary.
http://developer.nvidia.com/docs/IO/3121/ATT/CineFX Overview-1.3.doc
DemoCoder said:Ilfirin said:Not sure if you guys have seen this article yet (it is marked as July 21st.. but I am almost certain it wasn't there yesturday)-
http://developer.nvidia.com/docs/IO/3122/ATT/CineFX_1.21.ppt
It has several direct comparasons between the r300, DX9 and the NV30. So even the frame buffer is 128-bit with the NV30 eh (not with DX9 and the r300)? Very future oriented.
Kinda indirectly says that it will support OpenGL 2.0 as well.
That presentation has several bugs, some may be intentional, some unintentional.
First, they still say that NV30 vertex shaders can do up to 1024 static instructions and 65536 with looping, but Cass Everett of Nvidia says 256 static instructions and 16384 with loops.
Then, there is the slide talking about 128-bit FP. They list the R300 has having "Max precision of 96-bits", but then underneath the columns for framebuffer precision, they don't have either 64-bit or 128-bit "checked"
On another slide discussing pixel shader features, they say the R300 doesn't do arbitrary swizzling. Well, according to the last beta version of DX9 I have, DX9 requires arbitrary swizzling. So, either this was removed from DX9 in a version newer than mine, or that would imply that the R300 is not DX9 compatible, which I find hard to believe.
Another alternative is that they don't support swizzling in hardware, but the ATI driver compiles expands swizzling instructions into 4 color ops at runtime to emulate. Sounds fishy.
Ok, that's the bad stuff, now the good stuff:
o Actual info about the floating point formats used!
o Advanced Graphics Processing - Render to Vertex Array: What is this!?!?
Could this be the per-primitive processor we've been hearing about? They list as features "displacement mapping" and "particle systems"
In a later slide, they have the "displacement mapping" box color coded green which means "full FP programmability". This would seem to indicate programmable displacement mapping. However, since this is also listed under the "Render to Vertex Array" section along with particle systems, it seems to indicate that it is not a fixed function tesselation, but is fully programmable.
First, they still say that NV30 vertex shaders can do up to 1024 static instructions and 65536 with looping, but Cass Everett of Nvidia says 256 static instructions and 16384 with loops.
Then, there is the slide talking about 128-bit FP. They list the R300 has having "Max precision of 96-bits", but then underneath the columns for framebuffer precision, they don't have either 64-bit or 128-bit "checked"
Bigus Dickus said:I would have to agree with BoardBonobo.
First examine the NV28.
Bigus Dickus said:It looks at first glance to be 86 million,
Bigus Dickus said:but then you have to cross check how closely that matches other numbers. The "8" of the supposed 86 isn't anything like any other 8's anywhere else on the slide.
Bigus Dickus said:Bit-wise, it's much closer to a "6" than anything else.
Bigus Dickus said:From a thorough check of all the digits, it looks like 8's and 3's are very difficult to distinguish.
Bigus Dickus said:The "3" of NV30 and the "8" of NV18 look identical,
Bigus Dickus said:but there are other places where two known 3's don't match identically.
Bigus Dickus said:It is logical to conclude that numeriacal characters aren't duplicated perfectly from position to position, but vary slightly in their bit makeup. But, the same thorough check reveals that never does a known "8" look anything like a six (with one caveat, the NV17's 28 million, where the 8 does resemble 6's elsewhere, except for the missing bit in the lower right that none of the other 6's have, and it has the corner bit in the upper left that none of the other 6's have). The first digit of the NV28's transistor count does.
Bigus Dickus said:Also, let's look at the "6" of the supposed NV26. Looking at other places where there should be a known "5" (such as NV15) we see that 5's look like 6's. This would also explain why it looks like NV26 instead of NV25. The "6" of NV26 is a "5", and it is NV25.
Bigus Dickus said:Then examine the NV18. The first digit is going to be either a 3 or an 8, based on comparisons with other known digits in other positions. It wouldn't make sense for it to be 81 if the NV25 is only 66. Therefore, it must be 31 million, which is precisely the increase from the NV17 as the NV28 has over the NV25.
Bigus Dickus said:Conclusion?
Basic said:DemoCoder:
Ilfrin:
DX9 demands 128 bit FP external buffers, but not in the "normal" framebuffer. And you don't need to support blending when writing to these FP buffers, and you don't need to support filtering when using them as a texture.
Btw, all pages says "NVIDIA CONFIDENTIAL", are we supposed to read this?
psurge said:According to that PPT it looks like the AA method is programmeable as well - at least the box for CineFX AA stage of the pipeline is colored green...
Serge
it reminded me of the programmeable AA 3dlabs is offering with the p10.