Ailuros said:
200MHz * 2 TMUs = 400MPixels/sec * 2.5 overdraw = 1.0GPixels/s effective.
Shouldn't that be 1.0G
Texels/s and 500M
Pixels/s?
If we are both agreed that MBX is 1*1 then a 200MHz MBX would have a 500Mt/s fill rate. A 200MHz MBX Pro (1*2 or 2*1) would have a 1Gt/s fill rate, which would be OTT without something like 4+ multitexturing layers.
2.5 overdraw seems a bit low to me, though it is annoyingly arbitrary.
I expect MBX Pro has 2 pixel pipelines, also with 1 TMU each.
And why not 1*2?
If the texel fill rate were higher than the pixel fill rate, I'd expect IMG to talk about Mt/s rather than Mp/s.
320*240*32*3.39*30 = ~250 MPixels/sec
Are you assuming 32 texture layers? :?
I make it 320[x]*240[y]*30[fps]*2[MT]*3.39[overdraw] = a hilarious ~15Mtexels/s. Without the MT, an even more hilarious ~7.5Mpixels/s.
Either I've had way too little sleep, or that demo was not fill rate limited.
For that matter, 640[x]*480[y]*60[fps]*2[MT]*4[Kyro's overdraw estimate] = ~150Mt/s. MBX has fill rate to burn. Which is good, because trilinear filtering and y-axis FSAA both halve available fill rate, and dot3 (afaics) requires two passes. So with 4x FSAA and trilinear, we would need 600Mt/s, and more if we use dot3.
Furthermore, not using overdraw or effective fill rates and using 16x:9y :
~200Mt/s = 850[x]*480[y]*60[fps]*2[MT]*2[FSAA]*2[trilinear OR dot3]
Isn't that handy? Then we just need to ensure that %age of pixels using trilinear + %age of pixels using dot3 < 100
or
~200Mt/s = 600[x]*340[y]*60[fps]*2[MT]*2[FSAA]*2[trilinear]*2[dot3]
For dot3 - tbh I have no real idea how many clock cycles it would take.
Obviously the second pass hurts our polygon throughput.
This screenshot from the Nokia presentation is 600*450. Possibly it was cropped or resized, as the concept phone shown had a 16:9 screen.
Compare the feature-sets of the 3 models; the only difference you'll see is that MBX-Lite doesn't claim "FSAA4free", while it's both there for MBX and MBX PRO.
Good point, well spotted. I had assumed the feature sets were the same.