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To: Jeff Lins who wrote (7947)10/7/1998 1:50:00 AM
From: Michael Linov  Read Replies (1) | Respond to of 16960
 
1. Banshee scales relatively well, but is more fill rate limited than a V2 (and certainly a V2 SLI) when running multi-texture games like Quake 2 and Unreal (oddly, unreal runs very well, probably since AGP speeds up the D/L of procedural textures). Equating a Banshee to a V2 isn't completely accurate. A V2 has a 192 bit wide memory interface (64 bit FBI, and 64 bit per TMU), and memory access speed is basically guaranteed. The 128 Bit unified design means a different memory access scheme (which requires a small on chip cache) which requires sharing the frame buffer, texture buffer, and screen refresh on the same 128 bit bus. The approach uses cheaper RAM and has some excellent advantages (Environment mapping, faster reads, high-resolution support, flexible memory usage etc.) Still, Banshee is limited to 100-120 M Texel per sec, while a V2 can do 180-200 M texel per sec, and V2-SLI 360-400 M texel per sec.

2. Banshee overlocking does work, but the chip runs very hot (and requires active cooling) to run at 125 Mhz. Trouble is, that you have to increase both the Memory and Banshee clock to get the full effect, and most Banshee's ship with 100 Mhz SDRAM (I believe the guillemot ships with 125 Mhz RAM). I'll be overclocking my banshee, and will let you know how well it scales. BTW When testing scalability, it is best to test at the highest reasonable resolution (ie:1024x768).

3. A 125 Mhz part (with faster RAM) will result in a linear performance improvement, and more reliable operation. Heat is currently a very real problem. The Banshee currently runs quite hot.
Of course, a 125 Mhz part will likely by overclockable to 140+ : )
Let's not forget that AGP2x (No, we won't get DME, but twice the transfer rate can't hurt) would also benefit from the faster ram. It's not incoceivable that AGP 2x wasn't added because 3dfx couldn't make REAL USE of the added bandwidth (ie: Bus-Memory/ Bus-Banshee interface wouldn't go any faster). AGP 2x is, simply, the provision of data on both the rising and falling edge of the clock. It's not really a hard thing to do, but claiming you have it doesn't mean it does any good. Note that the Banshee is faster in 2D than the TNT. If AGP 2x had a real effect, the TNT would be literally 1.5-2x faster in memory-screen bitblts. The fact that it's not indicates that the TNT isn't capable of making full use of that bandwidth.

I would really like to see a dual tmu Banshee2, and 32 bit color support. Neither feature should be undoable (though switching to 32 bit color without penalty might require switching to a 256 bit bus).
That's about it... I'll wait for the Rampage for the other goodies.