Apparently, yes, as a colleague just waved a development board at meHi,
Was a phisical chip ever built?
Apparently, yes, as a colleague just waved a development board at me
I think it had a T&L unit and 4 pixel pipelines.Kyro III was then, the next-gen, Series4 with a completely new architecture including on chip T&L / geometry engine
(or Vertex Shader), if I'm not mistaken.
Ha! A few months of sleep deprivation is the real killer.Well, it's been quite a while. It's not like we expect old men to remember such things...
(Note: Not an official IMG response) That's my understanding. It's a real shame <shrug>.Perhaps you'll also do us the favor of also failing to fully remember why it never came to be as a product? Because STMicro backed out of graphics?
I think it had a T&L unit and 4 pixel pipelines.
That may work for your subordinates ....Simon what are you doing here. march into your boss's office grab him by the nuts and squeeze until he promises to get back into pc graphics
I don't recall the details but I think it was a pre-DX8-style T&L unit. That, of course, has both advantages and disadvantages.Looking at MBX's VGP I have the suspision it wasn't "just" a T&L unit; you think hm?
I don't recall the details but I think it was a pre-DX8-style T&L unit. That, of course, has both advantages and disadvantages.
I wish that it had been PowerVR Series3 (KYRO, KYROII) that had been the one architecture that got canceled, instead of Series4. I wish that Series4 had been released instead, and powered upper midrange to highend PC cards.
....or maybe there's always a large myth surrounding all the fore mentioned vaporware, which might have never realised to its expected potential in the end. Paperspecs can be highly misleading and I severely doubt that any of those would had been able to perform any wonders. Highly competitive in their own areas most likely yes, but I have severe doubts that any of those would had trounced any of the GPUs across the board that made it on shelves after all.Man, it seems like all the good, promising stuff gets canceled, or never makes it to the consumer/gamer market......
more of them:
GigaPixel GP1/2 (free FSAA, faster than anything else when using FSAA 4x), GP3 (EMBM, 8-layer, T&L, DXT1, 80KB SRAM)
OAK WARP5 (Windows accelerator and Rendering Processor) - 1997, trilinear, free FSAA
Stellar PixelSquirt - 1998, scan-line rendering (per-pixel tile-based rendering), 32bit rendering+Z, extremely low tranzistor count, promised performance around TNT level
Philips Trimedia TM1 - VLIW architecture, full-hardware acceleration of MPEG1/2 (Philips acquired graphics division of Western Digital)
Alliance Paladin - the only non-3Dfx Glide compatible accelerator
OAK WARP5 (Windows accelerator and Rendering Processor) - 1997, trilinear, free FSAA