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Politics : Formerly About Advanced Micro Devices -- Ignore unavailable to you. Want to Upgrade?


To: Patrick Grinsell who wrote (41020)11/7/1998 7:52:00 PM
From: Scumbria  Respond to of 1574005
 
Patrick,

the majority of current applications can fit all the textures in the local memory of a Voodoo2

The main memory -> graphics bandwidth issue is going to become critical in the near future. The arrival of multitexture applications will require significantly higher bandwidth. Running multiple 3D windows at the same time will stress memory bandwidth as well.

for games such as Unreal and Quake2 the CPU is currently the bottleneck and not the accelerator.

Don't be surprised to see hardware geometry engines starting to replace the CPU functions. Matrix multiplies can be done very efficiently on special purpose hardware.

Scumbria



To: Patrick Grinsell who wrote (41020)11/7/1998 9:53:00 PM
From: Steve Porter  Respond to of 1574005
 
Patrick, et al:

RE: SLI Voodoo2 fill rate constrained..

I can fill rate constrain a voodoo2 on a PII 266.. it all depends on how much work you have to do for each polygon. I.e. do I do a lot of transformations on the CPU or just a couple and then hand it to the videocard..

Steve

PS. If an application is fill rate constrained on a Voodoo 2 SLI it needs to be re-written, cause it's awfully in effective!



To: Patrick Grinsell who wrote (41020)11/8/1998 1:09:00 AM
From: Ali Chen  Read Replies (1) | Respond to of 1574005
 
Patrick, re <bandwidth and bottlenecks>
The article you cited is a dilettante's
rambling. I do not know what the "fill
constrained" is, as per your reference
to some Intel guy.
The 3-D pipeline usually can be
1) "geometry-transform-constrained"
(mostly CPU/FPU, where 3D-Now is of
tremendous help), or
2) "triangle-setup-constrained" (where
PCI latency on writes to non-cacheable
areas are of major problem), or
3)"rendering-constrained" (where the
accelerator paints colored and textured
trianges.
The balance between these three parts
is heavily dependent on the size of triangles,
or, to be more correct, on the spectrum
of triangles for the particular scene
content. AGP has nothing to do with most
of the constraints except "rendering".
The enhancements in K6-2 Atiq Raza was
talking about are in the area of Write
Combining, which helps to combine data
directed to non-cacheable areas of video
accelerators, mostly for "triangle
set-ups". The Katmai has no visible
advantages to K6-3 (with 3DNow and 256k
on-chip L2) in any of these areas.
- Ali