The battle between 3D chipmakers and Intel is similar to the battle between hardware DVD and software DVD. Is the "system" price/performance better when you do 3D graphics or DVD on a dedicated chip, or when you rely on the CPU to help carry the load? pubs.cmpnet.com
<<A simmering conflict between Intel Corp. and graphics-accelerator companies over how the 3-D graphics pipeline should be partitioned bubbled up at the recent Computer Game Developers Conference. The debate centers on the geometry front end of the 3-D pipeline, where transforms and lighting are calculated.
Except in workstations, geometry and lighting (a component of primitive triangle calculation) are the exclusive domain of the CPU. But graphics-chip vendors say that the CPU has topped out its ability to churn out more triangles at a rate that can keep up with the latest 3-D processors.>>
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<<"Our expectation is that [geometry] will be an on-chip feature in 1999, and to a small degree this year companies will offer off-chip geometry engines," said Dean McCarron, a principal of Mercury Research (Scottsdale, Ariz.). "In a lot of instances, the CPU is the bottleneck, and when it isn't, [the CPU in question] is usually a $500 or $700 CPU. When you want good game performance and a $1,000 box, you'll need a geometry engine.">>
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<<At best, Katmai will offer a 60 percent improvement in the front end of the geometry stage. That's only a marginal gain, considering that today's most-advanced 3-D processor chips can handle about four times as many triangles as the processor can send, said Neil Trevett, vice president of marketing for 3Dlabs (San Jose, Calif.).
The gap has less to do with a failure on Intel's part to keep up than with the inherent weakness of a general-purpose CPU - even one with the vector-processing capabilities of Katmai - in processing more triangles.
"Vector processors are effective for deep pipelining of operation units," Trevett said. "It hits a snag with geometry because it's full of exceptions. You can process vertices and discover one of the vertices in the middle of the array needs to be clipped. There are lots of exceptions that you have that prevent you from getting peak theoretical processing in a vector processor."
A hardware geometry engine, by contrast, is more adept at handling those exceptions because it has dedicated transistors assigned for the task.>> |