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Ailuros said:It's the primitive engine that caught my eye.
TEXAN said:
Nappe1 said:Ailuros said:It's the primitive engine that caught my eye.
well, it's after vertex shader, so most likely it is just primitive setup.
(High Order Surfaces and Basic Geometry Primitives would need to be tesselated before vertex shader, right? )
So, most likely it is Primitive Processor as same way as Pyramid 3D had one: it just constructs triangles for rasterizer.
I doubt Samsung would have right to distribute charts about licensed unreleased technology.
umh... if it is, I am a bit disapointed.
If the image has correct connections, the primitive engine does not have access to main bus. It could indicate primitive part not being programmable or it being quite limited.Ailuros said:Nappe1 said:Ailuros said:It's the primitive engine that caught my eye.
well, it's after vertex shader, so most likely it is just primitive setup.
(High Order Surfaces and Basic Geometry Primitives would need to be tesselated before vertex shader, right? )
So, most likely it is Primitive Processor as same way as Pyramid 3D had one: it just constructs triangles for rasterizer.
Most likely yes; if it should be programmable though (which I consider unlikely at this stage) we'd be talking about more rapid advancements in the PDA/mobile than I could have imagined.
well, I thought that mobile stuff could be going faster towards unified architechtures and more raw floating point speed. This is because in mobile you actually have more stuff (that is not visible as floating point operations to user) that needs floating point power. (and right now, flops speed seems to be a one of the biggest problems.)I doubt Samsung would have right to distribute charts about licensed unreleased technology.
In a best case scenario they could have some sort of commitment at this stage, which would make the chances of releasing any specs this early even smaller. AFAIK didn't license MBX Lite directly from IMG either.
The charts aren't that much telling either if you think about it. One of them states PowerVR MBX and the "FIMG" in question (for the future) just states "programmable" and not who'd design that thing. Has Samsung a graphics department or not?
umh... if it is, I am a bit disapointed.
As I said the best you can get out of those graphs is an architecture with programmable PS/VS. What exactly would you expect for the second generation of PDA/mobile chips anyway?
2004 (MBX Lite) = 1M Tris/sec
2005 (programmable) = 5M Tris/sec
....with the estimated triangle rate scaling up to 40M Tris beyond 2007 (for that mysterious "FIMG" thing).
Sounds more of a prediction than anything and albeit 40M Tris/sec sound way too optimistic IMO in such short notice, I don't see anything underwhelming, rather the contrary. If someone's calculating 1 vertice=1 triangle then of course it's a totally different story.
Nappe1 said:If the image has correct connections, the primitive engine does not have access to main bus. It could indicate primitive part not being programmable or it being quite limited.
well, I thought that mobile stuff could be going faster towards unified architechtures and more raw floating point speed. This is because in mobile you actually have more stuff (that is not visible as floating point operations to user) that needs floating point power. (and right now, flops speed seems to be a one of the biggest problems.)
Also, transistor budgets really would like to idea using new floating point power in more flexible way. (using extra power in compressing video stream could be one example.)
but of course, this is just how I see it and as it is just a opinion, so I might be wrong as well as right.
as said, I see mobile gpus doing lot's of things that they don't do in PC side. there's whole bunch of specialized needs in mobile and they greatly vary depending on target devices. That's why I really don't put much weight on Vertice / Triangle / pixel fill rates. Of course, those are one part but most of the real money is made with other kind of features.