It's been a while since the last edition but I'm sure no one misses this!
Nothing much's been happening for me site-wise. I haven't really been checking up with various developers on the progress of their upcoming games and I've given up on doing so with Carmack and DOOM3... he always appear to have moods... maybe I'll pester him about post-DOOM3 stuff at a more appropriate time in the future.
One of the more interesting thing that came out of my correspondences with developers recently has to do with a potentially A-list upcoming game and the level of shader support it will have. Get this :
... and then while asking him for a copy of a demo of the game's WIP and talking some more about the game's graphics features :
How disappointing is that? It's not difficult to guess the reason (and I have a feeling Joe will have something to say about this!).
Dave have said that I may get to review a 6800Ultra. Crap... now I have to re-learn a lot of things...
As for NVIDIA's newly announced scalable stuff... this does indeed bring back memories of the great discussions I had with Scott Sellers about scanline interleaving. I thought some of you may enjoy some emails from Scott way back then (1999), perhaps as a refresher on scanline interleaving. All have to do with the ole dual-chip Voodoo5 :
Of course, I'm sure you all know NVIDIA's method isn't what 3dfx did with the dual-Voodoo2s and Voodoo5s (read about this in our 3D Hardware & Technology forum). Personally, this isn't terribly exciting to me. It's cool, for sure (I remember how super-cool I felt telling folks I have SLI'ed Voodoo2s and how fast Quake2 ran back then!).
Nothing much's been happening for me site-wise. I haven't really been checking up with various developers on the progress of their upcoming games and I've given up on doing so with Carmack and DOOM3... he always appear to have moods... maybe I'll pester him about post-DOOM3 stuff at a more appropriate time in the future.
One of the more interesting thing that came out of my correspondences with developers recently has to do with a potentially A-list upcoming game and the level of shader support it will have. Get this :
Developer said:... we'll have a high end renderer using SM 3.0 (and 2.0 now, ATI visited us <snip>)
... and then while asking him for a copy of a demo of the game's WIP and talking some more about the game's graphics features :
Same developer said:I guess you found out why we are not planning to do a SM 2.0 version... (The business/market reason)
How disappointing is that? It's not difficult to guess the reason (and I have a feeling Joe will have something to say about this!).
Dave have said that I may get to review a 6800Ultra. Crap... now I have to re-learn a lot of things...
As for NVIDIA's newly announced scalable stuff... this does indeed bring back memories of the great discussions I had with Scott Sellers about scanline interleaving. I thought some of you may enjoy some emails from Scott way back then (1999), perhaps as a refresher on scanline interleaving. All have to do with the ole dual-chip Voodoo5 :
....well, designing for something that works for non-powers of 2 gets difficult with address calculations and things like that...Plus, it was just never seen as a requirement for the product. Working with numbers that are powers of 2 are easy because of the simple binary math inherent. I know this is sort of vague -- there is no real answer to this other than just the fact that we did not design in the capability to support a non-power-of-2 number of chips...
...SLI works by partitioning up the screen into scanline "bands" -- it does NOT divide up the screen into halfs (a la the PGC or whatever that other hack solution was called...).
For the 2 chip configurations, there are various modes of operation:
Mode #1: SLI mode with no FSAA. In this mode, each chip, in parallel, renders scanline "bands". The particular band height is programmable, between 1 and 128 scanlines (power of 2). So, for example, one chip would render scanlines 1-32, while the next would render 33-64, etc. In this mode, then, each chip renders 2 pixels per clock, but since both are operating in parallel we achieve 4 pixels per clock throughput. Note that in this mode since we're not performing FSAA that each chip only renders one subsample per pixel (in other words, only pixels are rendered, not sub-pixels/sub-samples)
Mode #2: SLI mode with 2-sample anti-aliasing (FSAA): In this mode, each chip, in parallel, renders scanline "bands." However, we can set each chip up render 2 sub-samples per pixel. Therefore, since each chip is rendering 2 sub-samples per pixel, our effective fill-rate drops in half to 2 pixels per clock (each chip will render 1 pixel per clock since we're rendering 2 sub-samples, but since we have 2 chips running in parallel we achieve 2 pixels per clock sustained fillrate).
Mode #3: 4-sample anti-aliasing (this is also the mode which allows for the T-Buffer effects, as 4 subsamples are the minimum required to perform interesting T-Buffer special effects). In this mode, as with mode #2, each chip renders 2 sub-samples per pixel. So, in order to achieve a full 4 sub-samples per pixel we combine each chips 2 subsamples to form 4 sub-samples per pixel. In this mode of operation, we are not running in "SLI" per se, since each chip is actually working on the same pixel. The difference in this mode is that while each chip is working on the same pixel, each chip is working on a different subsamples within that pixel. So, each chip renders 2 sub-samples per pixel, and the 2 chips work in parallel to achieve a sustained 4 sub-samples generated per clock. So, in FSAA mode we achieve a sustained single pixel per clock fill-rate (each chip will render 1 pixel per clock since we're rendering 2 sub-samples each, and both work on the same pixel, but different sub-samples, to achieve a true single 4-subsample pixel per clock fillrate).
Of course, I'm sure you all know NVIDIA's method isn't what 3dfx did with the dual-Voodoo2s and Voodoo5s (read about this in our 3D Hardware & Technology forum). Personally, this isn't terribly exciting to me. It's cool, for sure (I remember how super-cool I felt telling folks I have SLI'ed Voodoo2s and how fast Quake2 ran back then!).