Which upcoming PC GPU announced a similar HSR

[0122] The rendering processor 16 performs the Z buffer drawing for all geometry data that are stored in the primitive buffer 21, and writes the Z value(s) close to the point of view in the Z buffer (step S10). After the completion of the Z buffer drawing, the rendering processor 16 clears the visible flags table 62 of the visible flags control section 29 to set all visible flags to "0" (step S20). Then, the test pass is performed and the visible flag in the visible flags table 62 is changed based on the result of the test pass (step S30). During the test pass, the visible flags table 62 is supplied with the flags indicating that the primitives are those to be displayed on the display 41 or those not to be displayed thereon. The rendering processor 16 checks the visible flags table 62 and deletes the geometry data of the primitives that are not to be displayed on the display 41 from the geometry data stored in the primitive buffer 21. In other words, the relevant primitives are deleted (step S40). After the deletion of the primitives, the rendering processor 16 performs multipass rendering for the primitives that are to be displayed on the display 41 (step S50).

Small Notes: The Primitive buffer is there to avoid sending again geometry for each new rendering pass.
 
If you read that quote you will see that they meant as forced by the Hardware.

Was DeltaChrome the only one that fits that description on the PC market ?
 
No, like I said, P9 uses similar principals (the Doom3 thing was a joke, since it sets up the Z buffer first via software, but makes use of any hardware that has an early Z reject system - this principal is basically forcing the Doom3 render process on any title).
 
Dunno where it comes from but I note they say : "the geometry data of the primitives", seems like this is per "polygon" cullings meaning large area's rather than per pixel accurate early culling like PowerVR HSR does. This could even be worse than the per region early culling that ATI and NVIDIA do, at least they seem to be able to cull away parts/regions of large triangles.

Just my 2c of course...

K-
 
Kristof said:
Dunno where it comes from but I note they say : "the geometry data of the primitives", seems like this is per "polygon" cullings meaning large area's rather than per pixel accurate early culling like PowerVR HSR does. This could even be worse than the per region early culling that ATI and NVIDIA do, at least they seem to be able to cull away parts/regions of large triangles.

Just my 2c of course...

K-

So that would mean S3 Delta Chrome and 3DLabs P9 are slower than all modern cards ?
 
Back
Top