PVR5 to be unveiled on the 18th!

If Sega's upcoming announcement (well I figure they will eventually announce something, since they licensed it) contains at least specifications, there could be some food for pure theoretical conversations and nothing else.

And yes dksuiko is right; deferred rendering will never be able to prove itself without a real high end offering for the PC. Series5 had an initial triple target: console/PC/arcade, of which only the last has been met and I don't see anything else coming from it either.

Small IHVs just don't seem to have the resources for timely releases, irrelevant of how high my hopes were in the past. Add to that the fact that IMG has to deal with various other markets it's addressing (quite successfully I might add), then it's rather natural that such a company will dedicate it's major strength wherever the biggest income comes from.

Cross-examples being S3 and XGi; DeltaChrome was abysmally late and Volari was completely underwhelming. The latter was supposed to release a SM3.0 part last year too, but I guess they also realised by now that it'll not only come late, but that it won't be anything but another mainstream part.

With IMG I personally rather prefer either a high end part on time or nothing; we've had mainstream/budget parts before.

Well, I do have objections to deferred rendering as a robust way of moving forward with 3D rendering, but I'm not going to argue that here.

I've always seen TBDR as a viable alternative; as with any other architecture it obviously has advantages and disadvantages. If they've managed to solve the problematic cases - which I personally think they have - and you get on average predictable performance then I don't see there being any problems.

IMRs aren't what they used to be either with a vast oversimplyfication. Instead of running into bottlenecks where the architecture shows it's negative sides, IHVs have found workarounds for those.

An early Z optimized application is nothing else but "application driven deferred rendering", an IMR gets there via the application, while a TBDR through it's driver (not entirely correct in the strict sense, there's hardware at work in both cases).

ATI started out with quite simplistic hierarchical Z and look how it has evolved nowadays and what other techniques they've added in the meantime; same goes for NV too. What makes you think that the PVR folks have been idle in further improving their architectures too? I can see "hierarchical tiling", display list compression and what not patents and I'd guess that a healthy bulk of those are already present in MBX. Yes I know the next best argument will be that it's a small embedded chip; it doesn't seem to choke from "high" (in relative terms for the size of those chips) level of geometry; I'd rather say that the competition has to prove itself in that department right now. Ironically for the first round the only other serious competition are this far Bitboys and Falanx. BB uses an IMR and while Mali is tile based I still don't have a clue if it's a DR.
 
I was trying to find a reliable source for some of the stuff in my former post. Jon Peddie Research, Jan.7/2001:

Hossein Yossaie told us this chip is
proof of the scalability of the PowerVR
design, but it’s more than that. The
PowerVR MBX includes new technology
from Imagination designed to overcome
the perceived limitations of the
company’s tiling technology, which is
large display lists generated via the preprocessing
characteristic of tiling. The
PowerVR MBX allows developers to set
limits for the display list buffer. As soon
as the display list hits the limit set by developers,
the PowerVR renders and the
buffer starts filling up again. It’s an idea
that’s perfect for the resource-hungry
handhelds, but it’s applicable throughout
the PowerVR line.

I doubt the developer has to actually care about macro/micro tiling; it should be something the driver takes care of itself.

Small detail I seem to have missed this far:

The PowerVR MBX is designed to be
manufactured in a .13-micron or .18-
micron process, and it’s been qualified
at TSMC (though the Imagination engineers
tell us that because it’s based on a
standard cell design, it can, and probably
will, be built at several fabs depending
on the customers. The MBX runs
within 50-70mW. When built in .13-micron,
says Imagination’s engineers, chips
will hit 150-200 MHz.

One more snip:

Others,
like Nvidia and ATI, have made it into
game consoles and they’re planning to
scale down for handhelds. MediaQ and
Epson are building graphics processors
for handhelds from the ground up (and
they will tell you this is the only way)
.


***edit: addition to the former post, Falanx's Mali seems to be in fact a TBDR. Snip from their pdf on the VS2.0 Geometry Processor:

It is also embeds
technology for improving bandwidth and memory utilization normally
plagued with deferred rendering architectures.
 
Ailuros said:
***edit: addition to the former post, Falanx's Mali seems to be in fact a TBDR. Snip from their pdf on the VS2.0 Geometry Processor:

It is also embeds
technology for improving bandwidth and memory utilization normally
plagued with deferred rendering architectures.

not the best English in that quote
to me that still reads like it's not necessarily a TBDR
 
Reads to me more like they've got technology to help combat some of the drawbacks of TBDR, rather than doing away with it altogether.
 
BrynS said:
Posted: 2005 02 18 03:34 Post subject:

Are we there yet? :D
Sage said:
BrynS said:
Posted: Thu, 17 Feb 2005 20:34:46 +0000 Post subject:

Are we there yet? :D
...
And since BrynS (as well as IMG) is located in UK, it should have said the 18'th at his place too (but his clock was 02:34).

Hoping for an info release just after midnight is a tad optimistic though. :D
 
Basic said:
Hoping for an info release just after midnight is a tad optimistic though. :D
Ah, but AOU 2005 is in Japan, which is 9 hours ahead - so just after midnight here is just after the start of the working day there.

This new system from Sega is described as "very high end arcade" is it not? Does that not suggest it may be substantially more capable than next gen consoles? Could be one for the graphics tarts.

Anyway, I do hope we hear something about PowerVR on PC - I've always wanted to see a flying pig. :)
 
I cant believe it they didnt show anything.

Back when the announcmenet was made in march of last year I was certain that we would see the board revealed at Jamma in september then came sept and nothing happened, then I was certain that it'll be shown at AOU next year in feb 2005, and here we are today and nothing has happened.

What now?

Dont tell me we are going to have to wait untill Jamma2005 in SEPTEMBER!!! 7MONTHS!!! ARRGGHH!!
 
TEXAN said:
I cant believe it they didnt show anything.
Dont tell me we are going to have to wait untill Jamma2005 in SEPTEMBER!!! 7MONTHS!!! ARRGGHH!!

BAA HUMBUG ! :( ;)

Oh well, what about 19th feb, it goes on two days? or is that just clutching at straws? I think you should just give up on this, itll prob never happen, and if it does?...

Whats the point....

Why have proprietary arcade hardware in 2006, thatl be about as powerful as next gen consoles, (or a bit worce) when at that time you will have next gen console hardware to use in the arcade (like the chihiro (whatever) board.

hmmm,

Im waiting till late match for PS3 specs now. Plus Im going to the E3 in may so Ill be getting my hands on a PS3 and Xbox2 anyway... hehe.

:D :D
 
Thats exactly what I thought when sega announced that they have picked IMG to power their next arcade system.

I thought to myself, "hang on a sec, if the machine is releasing in the 2005/2006 timescale then why are they going with custom hardware?, why not just use say xbox 2 as chihiro 2? double or quadruple the ram like the chihiro? or why not just use ps3? how much more powerfull can PVR be than a ps3?"

I never understood why they went the custom route, the only thing i could think about then was that maybe Sega Sammy was planning a new console? thats why it was custom?

Ofcourse with the annoucement of "condemned" thats not happening.

So I'm still confused.

My only other explanation is that they plan on continuing being a third party publisher but also release a neo-geo style system that they sell for $500-$700 for the hardcore enthusiasts that demand arcade perfect games on their televison at home.
 
Who knows my friend.

I can tell you one thing though, the next 12 months are shaping up to be the most interesting year so far for graphics hardware.

Wevw got:

march :

- PS3 specs - demos.
- Possible XBOX2 specs - demos

May

- both machines playable - with first look at games.
- r520 ATI launch
- NV48 Nvidia launch

SEP

Sega reveal arcade plans on next gen hardware (of some nature)
can anyone sing 'doo doo doo doodooo doo odoo dooooo DAYTONA, lets fly away !!). and sega rally next gen !!!! YEAH BABY.

late 2005 early 2006

- console launches
- next PC parts with DXnext / WGF 1 support Pixel shader 4 VS4.

Im gona need a rest after all of that in 12 months !!
 
kyetech said:
Who knows my friend.

I can tell you one thing though, the next 12 months are shaping up to be the most interesting year so far for graphics hardware.

Wevw got:

march :

- PS3 specs - demos.
- Possible XBOX2 specs - demos

May

- both machines playable - with first look at games.
- r520 ATI launch
- NV48 Nvidia launch

SEP

Sega reveal arcade plans on next gen hardware (of some nature)
can anyone sing 'doo doo doo doodooo doo odoo dooooo DAYTONA, lets fly away !!). and sega rally next gen !!!! YEAH BABY.

late 2005 early 2006

- console launches
- next PC parts with DXnext / WGF 1 support Pixel shader 4 VS4.

Im gona need a rest after all of that in 12 months !!

WGF1.0 equals dx9.0L.

WGF2.0 has Shaders (I don't think there's going to be any number for it) and I don't see anything in hardware regarding those prior to H2 2006, but that's just probably me.

Additionally I think that the 18th Feb estimate is just as wrong as the September one for SEGA.
 
The best reason I can think of for proprietary arcade hardware is that it will be much more capable than next gen consoles. The Neo-Geo route surely only makes sense if the system is that much more powerful than its rivals.

This is the IMG press release.
Hiroshi Yagi said:
SEGA’s new arcade platform, which will be at the forefront of Sega’s current board strategy across all video game genres, will deliver cutting edge gaming, exceeding any other videogame system in the world.
Perhaps they are going for a serious multi-chip solution, like Naomi 2 only more so, with tiles being distributed across chips. Money is of course of relatively little importance in the arcades.
 
Ailuros said:
WGF2.0 has Shaders (I don't think there's going to be any number for it) and I don't see anything in hardware regarding those prior to H2 2006, but that's just probably me.

Additionally I think that the 18th Feb estimate is just as wrong as the September one for SEGA.

Hey, now youve spoilt all my fun.... *shrug*
 
Anyway, the fact that Unreal had a dedicated PowerVR path means nothing when it comes to overall high-end performance. How long have you been following PowerVR? Do you not know that they never released a high-end performance part?

He just told you, they released a high end part in the early days of 3D graphics cards. Seems he knows a lot more about this then you do.
 
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