Just curious, how did Voodoo 2/5 scan line interleave work? It sounds like and implementation of split frame rendering to me. Did it suffer from similar problems? Was the performance scaling adequate? I don't believe it would have suffered from this stuttering problem anyways. On that note how did the ATI Rage Fury Maxx work? AFR? Or did it use something similar to 3DFX's SLI?
To my recollection it just plain worked. Each card spit out a line of pixels at a time, to be sent to the 2d card for output.
Rage Fury Maxx used AFR, IIRC.
Just curious, how did Voodoo 2/5 scan line interleave work? It sounds like and implementation of split frame rendering to me. Did it suffer from similar problems? Was the performance scaling adequate? I don't believe it would have suffered from this stuttering problem anyways. On that note how did the ATI Rage Fury Maxx work? AFR? Or did it use something similar to 3DFX's SLI?
To really compare the solutions today is really unrealistic. All the Voodoo2 had to do was contend with was fillrate problems. It had no shaders, render to texture, geometry engine, or games
that took more than 1 or 2 rendering passes.
3dfX's approach wouldnt work any better than SFR or Tiling does today. And it wasnt even a digital signal and subject to signal degredation.
In 3d mode on a Voodoo 1/2 the 2d card is completely disconnected from the monitor.
VooDoo5 was digital AFAIR.
Der, I should've known the pass-through cable was for 2d-only
To really compare the solutions today is really unrealistic. All the Voodoo2 had to do was contend with was fillrate problems. It had no shaders, render to texture, geometry engine, or games
that took more than 1 or 2 rendering passes.
3dfX's approach wouldnt work any better than SFR or Tiling does today. And it wasnt even a digital signal and subject to signal degredation.
OK Cool thanks for the info. So basically 3DFX's SLI would not work in today's environment due to a general increase in complexity. On that note does anybody know the differences between V5's SLI implementation and V2's SLI implementation? I know V2 passed analogue data from one card to the other, with each card rendering alternate scan lines but how did V5 work? If it was digital as MTDE suggested was it simply an implementation of SFR? Or was it tile based?
AFAIR it used multiple bands (i think they were 16 pixels wide or something like that).
OK Cool thanks for the info. So basically 3DFX's SLI would not work in today's environment due to a general increase in complexity. On that note does anybody know the differences between V5's SLI implementation and V2's SLI implementation? I know V2 passed analogue data from one card to the other, with each card rendering alternate scan lines but how did V5 work? If it was digital as MTDE suggested was it simply an implementation of SFR? Or was it tile based?
To my recollection it just plain worked. Each card spit out a line of pixels at a time, to be sent to the 2d card for output.
Rage Fury Maxx used AFR, IIRC.
Anyways does anybody have the motivation to make a video of the micro stuttering issue? I'd really like to see it with my own eyes so I can decide if it's worth worrying about or not. I'm sure many others would also benefit from a video illustrating the problem.
Maybe I'm missing something, but wouldn't you need a video camera + video playback with several times the frame rate of what you're recording in order to actually capture the variations in displayed frame rate? I suppose it helps that the camera doesn't take instantaneous samples, so the microstuttering might show up as variations in blurriness or something..
The question now becomes: how much longer can they keep pushing monolithic dies?