Savage XP has quiet impessiv benchmarks

VIA Arena is VIA's official site ...

They compare it to GF2 MX and a Radeon VE ... what a load of tosh!
 
There's nothing wrong to compare with a Geforce MX400...
But it is quiet an attitude if Via says:
Extra Gaming News!
If you love Quake III then stay tuned for more news on Doom3, in progress by the same game developers, ID software. Little bits of information about this highly anticipated game are starting to emerge.
:eek:
 
the comparrison is based on price. Those other cards are in the same price bracket as the SavageXP.

Or do you people think that it should be "normal" practice to compare a 15$ chip to a 75$ chip. Or that just becase it 20fps faster than its market siblings, that somehow its dishonest?

Savagexp cards will only cost about 50$.

I guess every chip on the market no matter the make, model, price should only *ever* be compared to a GF4 ti 4600.... :rolleyes:
 
It's nice to see that the SavageXP is not nearly as slow as the news at xbitlabs said. Really good news. I hope the story from eetimes, that the SavageXP is an DX8.1 chip is also true.
From memory it seems the SavageXP @32bit is as fast as the GF2-MX400 @16bit. So maybe it is even faster then the GF4-MX420 @16bit.
 
Try comparing it to a GeForce4 MX420 or MX440 and see how well it does...those should be priced similarly. Of course, I don't personally like the idea of anybody today purchasing a video card that doesn't have support for pixel/vertex shaders...
 
mboeller said:
I hope the story from eetimes, that the SavageXP is an DX8.1 chip is also true.

you and me both.

Still, S3's web pages don't make this any clearer...
http://www.s3graphics.com/prod_frame_SavageXP.htm

High Performance Integrated 2D/3D and Multimedia Accelerator
- Hardware vertex geometry processing
- Twin pixel pipelines with twin texture units per pipe
- Quad Textures in a single pass
- 333 Million Tri-Linear pixel fill rate
- 666 Million Texels per second
- Full AGP 4x implementation including pipe and sideband mode
- 64bit or 128bit DDR dedicated video memory
- Up to 5.8 Giga Bytes per second memory bandwidth
- Available with the option of 16 or 32MB of internal DDR in a integrated memory package
- Up to 64 MB External DDR support


Hardware Vertex Geometry Processing
- Hardware Transform and Lighting fully compatible with
Microsoft DX7 and DX8 requirements
- Compatible with DX8 and DX8.1 Vertex and Pixel Shader implementations
- Support up to 8 lighting sources
- Per Vertex Lighting computation
- Hardware Support for Indexed Vertex Cache


Advanced 3D Rendering Features
- S3 Texture Compression (S3TC™) - DXTn in Microsoft™ DirectX™
- True color (32bpp) rendering
- Specular lighting and diffuse shading
- DX7 alpha blending modes supported
- Multi-texture alpha test, stencil support
- MPEG-2 video textures
- FSAA (Full Scene Anti-Aliasing) with programmable sampling pattern
- Vertex and table fog
- 16 and 32-bit with 8-bit stencil Z-buffer
- Anti-aliased Line
- Atmospheric effects
- Polygon Offset
- Median Filter


2D Acceleration Features
- 128-bit 2D engine
- 256 ROPs - acceleration of BitBLT, rectangle fill, line draw, and polygon fill panning/scrolling
- Hardware cursor
- 8, 16 and 32bpp mode acceleration
- DuoView+™ Dual Image Capability
- Single chip Windows 98, Windows ME and Windows XP multi-monitor, extended desktop support
- Independent resolution and color depth for secondary desktop
- Improved display flexibility with simultaneous LCD/CRT, CRT/CRT and LCD/CRT/TV operation capability
- CRT and DVI refresh rates are independently programmable to allow optimum image quality
- Enables different images on different displays simultaneously for true multitasking
- Full Media playback capabilities on all displays


Motion Video Architecture
- Fifth generation motion compensation for DVD playback
- Sub-picture blending and highlights
- Dual Streams Processor™ technology for stretching and blending of two video streams
- De-interlacing logic for true film like video playback reproduction


High Quality, Integrated TV-Output Solution
- Integrated NTSC/PAL TV encoder
- Vertical over-scan / under-scan compensation
- Integrated Macrovision(e) 7.01, CGMS-A and WSS support for DVD copy protection
- Improved luma/chroma signal resolution and 2x output over-sampling for premium image quality
- Supports Composite and S-Video Outputs
- Fourth Generation Multi-Tap Flicker Filter for clear stable images using interlaced TV monitors
- Full Media Playback and Game Play support


Comprehensive Power Management
- PowerWise™ Power Management Technology
- Fifth Generation dynamic clock management
- Dynamic Voltage Scaling Technology
- ACPI and PCI Power Management compliant
- 64x64x2 Pixel Hardware pop-up icon available in all modes - 8 separate bitmaps can be stored


Additional Features
- AGP 2x,4x support, 1.5v and 3.3V
- 33/66 MHz PCI bus support
- 350MHz RAMDAC with gamma correction
- PCI 2.2 Compliant - DDC1 and DDC2B+ support for Plug and Play monitors

( I hope paste worked allright... ;) )

EDIT: it didn't worked allright, so I did it again with a hard way. :)

anyways, it looks like having Vertex Shader as in Hardware, but is there PS and if yes, then what version it is using?
 
Chalnoth said:
Try comparing it to a GeForce4 MX420 or MX440 and see how well it does...those should be priced similarly. Of course, I don't personally like the idea of anybody today purchasing a video card that doesn't have support for pixel/vertex shaders...

Well;

It's really nice that You think that an SavageXP is an better card than the GF4 MX420 since, according to an eetimes-article last week it supports DX8 pixel-shaders and the GF4-MX series does not. I really hope this article is true.

IMHO the MX440 is more expensive and so comparing the SavageXP with an MX440 is not appropriate. But I agree the MX440 would be faster ( but has no DX8 functionality ). So the SavageXP seems to be the perfect OEM 3D-chipset. Cheap but with DX8 support to have an "feature-complete" OEM-card. Only the Xabre400 should have more appeal to the OEM's.

But I would not touch both cards, cause the drivers should suck, based on reports from the old cards from both producers.
 
Doesn't look bad at all feature-wise! If the drivers are halfway decent this should be an interesting chip for people looking for a cheap DX8 solution, Desktop OEMs, and if I interpret the "internal DDR" and power consumption correctly even for notebooks!

Gotta love all these comebacks - the 512kb graphics card in my old 486DX66 I still keep around has an S3 chip, they owned back then (oh my god, must be a decade old by now)... :)

Edit: Hmmm, Fully compatible with DX7/8 T&L/Vertex shaders but just Compatible with Pixel shaders? Also, compatible, not compliant?
 
how you can be only Compatible with pixel shaders without being also compliant with PS? :eek:

afaik, you are compliant with PS or then you just don't support it at all...
 
Nappe1 said:
how you can be only Compatible with pixel shaders without being also compliant with PS? :eek:

afaik, you are compliant with PS or then you just don't support it at all...

Just wondering, usually verdors are very specific, and compliant is the word commonly used when talking about fully supporting these features in hardware. IMHO compatible could mean anything from "not crashing when the game asks for it but ignoring the request" to "having some of the features, not all, but enough to emulate the rest" and finally "we meant compliant all along, sorry for the typo, we're fully in DX8.1 spec"...
 
But they don't write "compatible with DirectX 8.0 and 8.1" but "compatible with Vertex and Pixel Shader implementations" As we know, Vertex Shader aren't the problem, but Pixel Shader couldn't be emulated! So why should or could they mention Pixel Shader if it don't have one? This wouldn't make much sense...
 
NO dev rel

FYI, VIA/S3G has NO developer relations. Their next part will have serious compatibility issues. Its likely Doom3 won't run on it either. (and trust me, I know)
 
VIA/S3 will be flying to the moon tomorrow, and later this month to the far reaches of the solar system to prospect for diamonds.
Trust me, i know.
 
Yes, I'm not overly-optimistic that S3 can get the drivers close to together for this part...particularly after looking at my friend's integrated Savage...it simply cannot run UT in any 3D-accelerated mode...
 
Chalnoth said:
Yes, I'm not overly-optimistic that S3 can get the drivers close to together for this part...particularly after looking at my friend's integrated Savage...it simply cannot run UT in any 3D-accelerated mode...

UT was working when I left... Trust me, I know :)
 
OpenGL guy said:
UT was working when I left... Trust me, I know :)

Heh...do you know if there exist any fully-operational Savage4 drivers that might work with the integrated Savage? (esp. w/ S3 MeTaL support?)
 
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