PowerVR 2DC

Luminescent said:
PowerVR Infinite Planes technique and ISP explained: http://home.scarlet.be/~pin10741/ISPexpl.htm
Good job, Kristof. :)

That doesn't sound right to me, aren't PowerVR chips based on uniform rasterization? Calculating every intersection and getting the closer one wouldn't give correct results in all situations. It would work only if you are using a single type of depth test and that would be GL_LESS (in OpenGL). But if you mix some depth test functions during the rendering phase you'd get wrong results and AFAIK PowerVR chips supported different depth test functions.
 
Those articles are old and from before I joined "the" company, so take into account that there are mistakes in there...

K-
 
Luminescent said:
Simon F said:
The volumes themselves take the same sort of fillrate as stencils but this gets done in the ISP (i.e. very high fill rate) part and can carry on in parallel with the texturing.
I assume the ISP is some sort of ROP processor that could output more than 1 modifier volume op per clock in parallel with the rest of the rasterizer pipeline, thus the term "very high fillrate." Is this correct?
I wouldn't say ROP because that, to me at least, implies a 2D processor.

No, the ISP does the (for want of a better term) the rasterisation of triangles and the hidden surface removal (i.e. Z buffering). It can do this at up to a peak fill rate of, IIRC, 3.2 GPixels/sec. That's one reason why I said it was quite fast.

Is there stencil buffer support in CLX aside from the modifier volume functionality? If so, is the stencil buffer shared with the z-buffer?
No, the modifier volumes are all there are. You can consider them to be a more efficient but less flexible alternative to stencils.

The other reason why they are efficient is that the original geometry is only submitted once, unlike stencils where it is sent, say, 2/3/4 times. Being a deferred renderer, the visible geometry can be tagged with multiple shading parameters and the modifier volumes indicate to the shading engine which parameter to choose.

Is CLX capable of EMBM?
No.

Finally, how many internal raster passes (with accumulation buffer) could CLX complete before it sending final output to the framebuffer? Is it theoretically a limitless number of passes?

It'd be limited by memory since, with CLX, the entire scene had to be in memory before rendering commenced, though I suppose you could
  • Render one tile at a time devoting all the memory to it and thus giving you a very complex scene
  • Go insane, and manually tie display list in a loop and thus render for ever :)
 
Dave B(TotalVR) said:
Anyway, if there is no advantage to larger tile sizes then why isn't it done with a 1x1 tile size :LOL:
It's a tradeoff. Small tiles mean lots of lists and so can be inefficient, but then so do very large tiles (i.e. large silicon area, wasted processing effort when polys are small).
 
Lazy8s said:
Shenmue series (30 hz) -- for variety in animation and textur
I would have said the main features shown there are the way CLX copes with the overdraw and the 2bpp texture compression.
 
I hope that the following links can help out in this discusion:

The Evolution of the Tiled Architecture http://www.aceshardware.com/read.jsp?id=10000160

System 16 an arcade information source:

http://www.system16.com/sega/index.html

For the PowerVR based hardware click the following:

Naomi
Naomi Satellite Terminal
Naomi GD-ROM

Hikaru

Naomi 2
Naomi 2 GD-ROM
Naomi 2 Satellite Terminal

Naomi 3 (recent addition)

There was a Godzilla game that used alot of bump mapping for showcasing graphics.

Unfortunatly the screen shots are not as big as they should be but there should be some sites out there with big pics.

Shenmue II showcased a real time scene where a tree's leaves drop in a very impressive way, although I'm sure the XBox version replicated the scene it is far more impressive on DC in my opinion.
 
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