SI
SI
discoversearch

We've detected that you're using an ad content blocking browser plug-in or feature. Ads provide a critical source of revenue to the continued operation of Silicon Investor.  We ask that you disable ad blocking while on Silicon Investor in the best interests of our community.  If you are not using an ad blocker but are still receiving this message, make sure your browser's tracking protection is set to the 'standard' level.
Technology Stocks : 3DFX -- Ignore unavailable to you. Want to Upgrade?


To: Jeffrey P who wrote (13489)6/25/1999 6:42:00 PM
From: Obewon  Read Replies (1) | Respond to of 16960
 
I found this courtesy of AGN3D.com website. Note that in the very first paragraph the author reveals his biases. Of course, as a 3dfx shareholder and card user, I was interested to see that 3dfx is struggling in the market with its Voodoo3 card. In fact, the price reductions 3dfx has found necessary to put in place (ie. none!) and the rebates that they are offering (again, none!) in order to stay competitive with TNT2 based cards is quite revealing.

(Can you tell I'm worried?!??)

Obewon

Original webpage: kachardware.dk

Riva TNT3/NV10

Author:
Kristian H. Andersen
Date:
06-25-1999
Manufacturer:
Nvidia

Nvidia has through its first years always seemed to fall a step short of 3Dfx. Their first
products failed to hit the consumers and their marketing plans never reached their target
group.
The entire picture turned when the company this summer released their TwiN Texel 2
(TNT2) video chipset: 3Dfx saw oneself beaten by their smallest competitor and are now
struggling to survive with their Voodoo3 cards.
Nvidia has taken the leading position in the accelerator market and TNT2 was just the top of
the iceberg; their TNT3/NV10 (codename NV10) will hit 3Dfx with full strength in the end of
the year and the specifications leaked out from Nvidia reveals that 3Dfx probably will be
toppled.

TNT3/NV10 already?
Nvidia's latest roadmap informs
their TNT3/NV10 will hit the
market in late 1999. TNT2 is
experiencing a tremendous
success and 3Dfx's market share
has crash to the ground, so it can
seem quite peculiar already wave
plans about releasing a new
chipset. On the other hand 3Dfx
experienced the same
development a few years ago and
they did nothing else than resting
on the laurels and then hit the
ground when their monopoly
status was broken, so it is quite
possible Nvidia is trying to avoid
the same tragic fate.
Nvidia has always observed their planned release dates so we should expect their next
generation of video cards to hit the stores at Christmas 1999. Of course TNT3/NV10 is still
in the planning stage and much can change this summer, but it should be quite sure
TNT3/NV10 will not suffer the same sad fate as Command and Conquer Tibirian Sun;
TNT3/NV10 will be available in late 1999 or at most early 2000.

Photo-realistic graphics
Lately there has been much talk about photo-realistic graphic in games and applications but
none of the major 3D accelerators on market have yet achieved this feature. Nevertheless
Nvidia has revealed TNT3/NV10 will have support for transform- and lightning acceleration
- geometry acceleration - and thereby should photo-realistic graphic be possible on even
the modest computers.

To understand the geometry acceleration technology a basic knowledge of the 3D Graphics Pipeline is required. The 3D Graphics Pipeline is the term assigned to the different step
application data must go through to display 3D-graphics on a 2D-monitor. The process
consists of two different stages - the geometry stage and the rendering stage - with each
stage consisting of several steps.

The first stage is the
geometry stage where
floating-point mathematical
calculations are translated
into polygons - usually
triangles - and arranged in
a way giving us the feeling
we are seeing 3D-objects
on a 2D-monitor (however
these figures have no
indication of being realistic
as they have no colour or
anything else than the
shape of triangles).
The arranging of these
polygons may involve
clipping or discarding of
polygons, which does not
lie within the user's
viewpoint.
Next the calculations
determining lighting
characteristics of the
scene, including defining whether light sources are ambient or directional or if the surfaces
are diffusive or reflective, are performed.
Finally a definition of the polygon view in all three dimensions are calculated and stored for
use in the rendering stage.
The movement through the geometry pipeline depends upon maximum utilisation of
available processing power and must be done with as little waiting as possible. Extensive
use of FIFO (First In First Out) insures that no stages of the pipeline keeps any other stage
waiting. In order to prevent the geometry calculations from becoming a bottleneck in the 3D
Graphics Pipeline a processor with a strong Floating-Point Unit (FPU) is required.

The second stage is the rendering stage where the polygon information is actually
converted to pixels for display. This procedure may involve shading, texture maps and
special effects to the polygon information provided by the geometry stage. These
calculations complete the image generated in the geometry stage and give it a high degree
of realism.
In contrast to the geometry stage this procedure is memory-intensive and thereby
dependent on how much available memory you have (texturing buffers).

When both stages are completed data can be shown on screen. Even though it may seem
like a long and difficult procedure it is done in less than a second: When we are talking
about frame rates in games it is actually a measuring of how many times per second each
frame is updated through the geometry and the rendering stage per second.

The 3D graphics pipeline used to be handled by the CPU alone and that created, as the
processor also has to control all hardware devices, operating system and application, poor
and slow graphics.
When the first 3D accelerators hit the market the video card accelerated the rendering stage
in hardware and the CPU handled geometry stage. This way of acceleration has through the
last five years been the best option for showing graphics. However games and applications
have become more and more detailed and run in higher resolutions so the processor has
become a bottleneck in the system hence that the geometry stage is very processor
depending.
To relieve the pressure on the processor several accelerators for the professional market
have support for hardware acceleration in both the geometry and rendering stage. Because
the processor has been locked-down to only run hardware devices, operating system and
applications the extra power available can be used to helping the video card creating
smoother and more detailed graphics. The result; photo-realistic graphics generated on
modest processors thanks to an unbelievable fast and technical sophisticated video
accelerator.

Geometry acceleration can be used in applications and games demanding high performance
for on-screen dynamics such as 3D animations. The technology can be used in A/E/C,
MCAD, Visual Simulation, Digital Content Creation and 3D games.
The results you can achieve with geometry acceleration are incredible. The 3D benchmark
suite Viewperf is specially optimised to take advantage of geometry acceleration and the
results speak for themselves (higher is better):

Viewperf Benchmark for RealiZm II 3D
Normal acceleration
Geometry
acceleration
Light-01
1.279
2.198
DX-03
9.32
21.04
AWadva-01
12.98
30.38
DRV-04
10.02
16.06
CDRS-03
71
135

The grand question is though; will Nvidia be able to integrate both geometry and rendering
acceleration in the one and same product? 3Dfx has said they will use the same technology
but rumours claim that it turned out not to become a reality; it was much to complex a
process.

More and faster RAM
RAM on 3D accelerators is only used for the rendering stage when polygon information is
stored in texture buffers for display.
Ordinary accelerators, like Voodoo3 and TNT2, comes with 32MB of RAM while
professional CAD-accelerators, like 3Dlabs Oxygen, comes with up to 256MB. Generally
speaking the more realistic and advanced graphics you want rendered the larger texture
buffers you need and since TNT3/NV10 will have photo-realistic rendering 64MB will
probably be the minimum if not a 16/32MB OEM-version is released.
Like Voodoo3 TNT3/NV10 will presumably be released in four different versions; an
OEM-version with 16/32MB of RAM, a standard with 64MB, a standard ultra with 128MB, a
professional with 192MB and an professional Special Edition with 256MB of RAM. Still the
models are just guessing and could be so very wrong - on the other hand 3Dfx's Voodoo4
will come with 128MB of RAM and it is doubly Nvidia will not try to beat this level.
Rumours claim that Nvidia will use a new and faster type of RAM than the latest 133MHz
SD-RAM modules. Still it is impossible to know what the new type will be but RAMBUS,
DRAM and 166MHz SD-RAM modules could be possible candidates.

15,000,000 transistors
Considering TNT3/NV10 will have geometry acceleration a strong processor, in both its
speed (MHz) and its mathematical calculations (Floating-Point Unit), is required to achieve
photo-realistic image-quality.
According to Nvidia's roadmap TNT3/NV10 will have 15,000,000 transistors on the same
chip; the same amount as Intel's planned 800MHz Merced processor. Hence the massive
numbers of transistors the micron will surely drop from 0.25 to 0.18 or even 0.15 allowing
much higher clock rates.
The 0.18-micron processors (Advanced Micro Device's K7) on today's market run at
650MHz but it is very doubtful that a video card could reach this thrilling clock rate. What
seems more accurate would be a clock rate at 250MHz or even 300MHz - about 40% more
than the fastest 3D-accelerators (TNT2 ultra can go up 183MHz) have today.
Many transistors, low micron rate and high clock speed; all in all these generates a
significant amount of heat and TNT3/NV10 will probably have both heatsinks and coolers
not to overheat. It is doubtful that the next generation of video cards will be as
overclocking-friendly as their progenitor owing to their technology.

Conclusion
The specifications available today indicates TNT3/NV10 will shake the market when it is
released. All the specifications are of course still very thin and can be changed every
second. However it is doubtful they actually will change that much as the technology is
moving in that direction. Even though TNT3/NV10 should come with less RAM, lower clock
speed, higher micron, less cooling and so on it is still a very interesting product, which
deserves as much attention as possible.