XBOX 2 GRAPHICS DETAILS EMERGE .. not much actually

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XBOX 2 GRAPHICS DETAILS EMERGE

Warning: Rampant graphics jargon enclosed that we're struggling to get a handle on. But, basically, it sure will look purty...

13:16 According to internet reports the graphics technology that will power Xbox 2's visuals is finally being distributed to developers, giving them the tools to create official demos and finalise game production.
The graphics tech in question is ATI's R500, which will allow Xbox games to use Shader Model 3.0 technology. This means crisper, more detailed graphics with greater and more precise contrast between light and dark areas. Shader Model 3.0 is already in use on some PC games - Far Cry is a good example - and the next generation of PC graphics cards will all incorporate it.

Up to this point developers working on Xbox 2 projects have reportedly been using Nvidia GeForce 6800 (Xbox used Nvidia visual technology - Xbox 2 will use ATI) cards to get started on Shader Model 3.0 routines. Now they have the right piece of kit work will presumably gather pace with the first delicious Xbox 2 fruits possibly on display at January's Consumer Electronics Show in Chicago where Bill Gates is giving the keynote speech.

The report on technology website The Inquirer also reports that the switch in graphics technology is causing problems with Xbox 2's backwards compatibility with the original console. Sources quoted by The Inquirer are suggesting that Nvidia aren't being particularly helpful with the problem.

Nonetheless, the news is exciting for fans eagerly awaiting Xbox 2's unveiling, especially since Halo 2 seems to have pushed the current Xbox's visuals to the limit. If Xbox 2 is indeed at the CES on January 5 we'll bring you all the details here.

source CVG
 
The graphics tech in question is ATI's R500, which will allow Xbox games to use Shader Model 3.0 technology.

Hey some people were expecting SM4.0 weren't they? Lighten up. I'm not sure we yet know exactly what GPU is going into the Xenon.
OK so maybe Dave knows ;)
 
Well, for starters, L'Inq don't know the full story. Second, a unified shader model is more of a hardware architectural decision than an API dictation.
 
It seems Nvidia really blew it when they lost out to ATI. All the R500 is a variant of a desktop GPU already on ATI's roadmap. How hard would it have been for Nvidia to produce a console version of the NV50? Probably not that hard.
 
I was under the impression that ATI's tech was only the underlying base upon which MS' internal teams would lay new hardware tech on top. I never thought Xenon's VPU would be a straight ATI solution.
 
Brimstone said:
All the R500 is a variant of a desktop GPU already on ATI's roadmap.

Was on the roadmap, but not anymore - whats in the xbox2 won't hit the PC market in its current form, nor is it the same as what was initially planned.
 
DaveBaumann said:
Brimstone said:
All the R500 is a variant of a desktop GPU already on ATI's roadmap.

Was on the roadmap, but not anymore - whats in the xbox2 won't hit the PC market in its current form, nor is it the same as what was initially planned.

While thats could well be true, its also true that the Xbox had an NV 27.5 or something like that? :oops:
 
sytaylor said:
While thats could well be true, its also true that the Xbox had an NV 27.5 or something like that? :oops:

NV2A wasn't a directl correlation between any PC products either - it has more FX ALU's, an extra VS (IIRC) and NV30's ROPs.
 
DaveBaumann said:
sytaylor said:
While thats could well be true, its also true that the Xbox had an NV 27.5 or something like that? :oops:

NV2A wasn't a directl correlation between any PC products either - it has more FX ALU's, an extra VS (IIRC) and NV30's ROPs.

NV27.4565? or more like a NV27.655?
 
Unified shaders in the near term will almost certainly be a hardware thing ... too much resistance from all sides to evolving the API beyond good old vertices and fragmets.
 
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