31.05.2002 |
12 neue NVIDIA Chips im Herbst
Oder besser gesagt sicherlich 12 verschiedene Produkte mit wesentlch weniger
unterschiedlichen GPU's (MX, Go, Ti).
Die Zukunft der 3D-Grafik
The Adrenaline Vault haben ein Editorial
zum Thema "Zukunft der 3D-Grafik" online, welcher sich auch mit der
paradoxen Situation der Spieleentwickler
und der sich immer schneller drehenden Hardwareschraube
beschäftigt.
Blackcomb(Microsoft's new Windows version)
will also handle all desktop windows and
images as a 3D texture instead of a 2D bitmap.
This change in how graphics are handled by
the operating system places a hugely increased
burden on the video chipset, with the potential
for dozens of applications fighting for processing
time simultaneously in a 3D environment.
Graphics hardware is going to have to change
radically to meet this demand.
Interview mit 3D-Realms Scott Miller
HomeLan Fed haben ein Interview mit Scott Miller online,
wo es z.B. um der Verkauf der Max Payne Rechte
geht.
OT: Deus Ex 2 - Invisible War
GameSpy haben ein kleines Preview samt neuer Screenshots
online. Hier gibts auch noch ein kleines
Video.
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30.05.2002 |
Professionelle OpenGL Beschleuniger
Aces Hardware haben verschieden OpenGL-Beschleuniger aus
dem verschiedenen Marktsegmenten(von value
bis highend) miteinander verglichen.
- 3DLabs Wildcat III 6110
- 3DLabs Wildcat II 5000
- ATi FireGL-2
- ATi FireGL 8800
- Nvidia Quadro 2
- Nvidia Quadro4 900XGL
- Nvidia Quadro4 750XGL
- Nvidia GeForce 4 Ti4400
- Nvidia GeForce 4 MX460
- Nvidia GeForce 2 Ti 200
Doom III Technologie Q&A
Beyond3D haben einen interessanten Thread im Forum.
Dort wird John Carmack zur Technologie von
Doom III gelöchert. Weitere Fragen folgen.
Doom III Screenshots
Wer die Doom III Screenshots als TGA's mit
bis zu 1600x1200 haben möchte, der sollte
hier vorbeischauen.
Interview mit den Kreed Machern
Jolt.co.uk haben ein Interview mit den Kreed Machern
und exklusive Screenshots.
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29.05.2002 |
John Carmack und die üblichen Verdächtigen
Bei MSNBC gibt es ein Interview mit John Carmack.
Hier geht er auch auf Fragen zum Thema ATi's
R300 bzw. NVIDIA's NV30 ein.
"NVidia has been stellar in terms of
driver quality and support and doing all
of the things right," says Carmack,
who has been an outspoken evangelist for
NVidia?s GeForce technology. "For the
past few years, they have been able to consistently
outplay ATI on every front. The problem is
that they are about one-half step out of
synch with the hardware generation because
they did Xbox instead of focusing everything
on their next board. So they are a little
bit behind ATI."
"I told everyone that I was going to
demonstrate Doom III on the best hardware,
and there has been no collusion or kickbacks
or anything like that going on. Our objective
is the technical merit."
"The new ATI card was clearly superior.
I don?t want to ding NVidia for anything
because NVidia has done everything they possibly
could; but in every test we ran, ATI was
faster."
Hier vergleicht er eine frühe Version von
ATi's R300 mit einem höher getakteten NV25
von NVIDIA, denn NVIDIA's NV30 ist zur Zeit
noch nicht lauffähig.
The Doom 3 demo was running on the next-gen
ATI stuff, which is clearly superior to everything
NVIDIA has to run Doom 3 on.
This is NOT because R300 is faster than NV30.
This is because NV30 is not yet at a stage
where ANYTHING can be run on it at all, and
therefore the contest was between early R300
stuff and NV25 (GeForce 4).
This is what Carmack meant when he said "The
new ATI card was clearly superior. I dont
want to ding NVidia for anything because
NVidia has done everything they possibly
could; but in every test we ran, ATI was
faster." He means faster than a GeForce
4 Ti 4600. Before ATI's next-gen silicon
got to him, Ti 4600s were outpacing Radeon
8500s by a good margin in the Doom 3, despite
the ATI's cards ability to handle things
in fewer passes.
To be clear: despite what phase of production
R300 and NV30 are at now (and I'm under NDA
so I can't say), nobody is yet sure when
either product will ship. It's likely they'll
both be this fall, and nobody has any idea
which one will be faster until stuff like
clock speeds and the like are determined.
P.S. Doom III lief auf der E3 nur in der
mittleren Detailstufe!
Live-Demo des Parhelia 512 von Matrox
Wie Toms Hardware berichtet, gab es auf der E3 läuffähige
Versionen des Parhelia 512, welche verschiedene
Demos und Spiele befeuerten.
Matrox Parhelia 512 Taktung
Mit ca. 220 Mhz soll der Matrox Parhelia 512
zu Werke gehen. Angesichts des 0,15µ Fertigungsprozesses
und der 80 Mio. Transistoren recht okay,
wenn auch nicht überragend.
Integrierte Grafikchipsätze im Leistungs-
und Bidqualitätsvergeich
Hier kann man gut sehen, dass kein intergrierter
Chipsatz an die Leistung einer GeForce 2
MX 400 herankommt.
SiS Xabre Präsentation
Hier gibts ne PowerPoint Präsentation zum Xabre
400.
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28.05.2002 |
8x AGP bald überall
Langsam aber sicher rüsten alle Hersteller ihre
GPU's mit einer AGP 3.0 (8x AGP) Option aus.
NVIDIA wird den NV18 (4xAGP=NV17), sowie
den NV28 (4xAGP=NV25) zur Computex vorstellen.
Auch andere Hersteller, wie ATi, Matrox,
3Dlabs und SiS werden den AGP 3.0 Standard
unterstützen. Ob 8x AGP einen Vorteil gegenüber
4x AGP bringt ist natürlich fraglich, gerade
wenn man sich die wichtigen DirectX 9 Features
ansieht (Displacement Mapping, Adaptive Tessellation),
welche die Polygonlast auf dem AGP-Bus erheblich
reduzieren.
Polybump / Renderbump
Bei Crytek heißt es "Polybump", id software sagt dazu "renderbump" - beide haben hier das Rad nicht neu
erfunden, sondern verwenden hochdetailierte
Polygonmodelle um detailierte Texturen zu
rendern und nicht zu zeichnen. Es werden
vom "high poly" Modell Bump Map
Texturen erzeugt und diese auf ein "low
poly" Modell gelegt. Somit wird der
Eindruck eines ähnlichen Detailgrades, zwischen
"low poly"und "high poly"
Modell erzeugt, jedoch unter der Verwendung
von wesentlich weniger Polygonen.
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27.05.2002 |
Matrox Parhelia 512 im August lieferbar
Laut dieser Quelle sollen Parhelia Karten ab August ausgeliefert
werden.
OT: Interview mit id software Teil
Hier gibt es ein zweiteiliges Interview (Teil
1, 2) mit id software.
OT: E3 Expo
Hier gibt es einen großen Bericht, mit vielen
Bildern, von der diesjährigen E3.
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26.05.2002 |
Professionelle 3D-Karten unter 3D-Studio
Max 4.26
Digit-Life haben eine großen Vergleich von prof. 3D-Karten
unter 3D-Studio Max 4.26.
Radeon Win9x/Me Treibervergleich
3DNow Galaxy haben einen Treibervergleich online - 9016
vs. 9031
SiS Xabre 400 vs. ATi Radeon 8500 LE vs.
NVIDIA GeForce 4 Ti 4200
Chip haben einen Test des Xabre 400 veröffentlicht.
Microsoft DirectX 9 Beta 1 Download
Microsoft hat die Beta 1 von DirectX 9 veröffentlicht.
Hier gibts den inoffiziellen Download - Achtung: Die Beta 1 läuft am 20. August
aus, wer keine Beta 2 bekommt, darf Windows
neu aufspielen oder kann nicht mehr zocken
- Vorteile dürfte die DX9 Beta 1 für Endbenutzer
kaum bringen....
NVIDIA's GeForce 4 und 3D-Studio Max
x-bit labs haben die GeForce 4 Ti 4600 mit der GeForce
3 Ti 500 verglichen, unter 3D-Studio Max.
OT: Mehr Infos zur Doom III Engine
Zum Game wird man unterschiedliche Meinungen
haben, an der Extraklasse der Gameengine (Grafik, Physik + Kollisionsabfrage, Sound,
Netzcode) gibt es aber nichts zu rütteln.
Die Physikengine wurde ebenfalls kräftig verbessert.
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24.05.2002 |
Interview mit Club3D
Reactor Critical haben ein Interview mit
Club3D online.
"... New solutions powered by ATI, such
as the RV250 and the R300 will be announced
during Computex 2002. Mass production is
expected in August 2002, R300 will be announced
a week after RV250. The RV250 GPU features
integrated Hardware MPEG in the chip and
also VIVO functionality will be implemented.
R300 is expected to have three times higher
performance compared to the competitors..."
Das E3 Demo von Doom III läuft auf ATi's
R300
Wie aus ATi's Pressemeitteilung zu erfahren war, lief Domm III auf ATi's
next-gen ultra high-end GPU.
ATI's chip was chosen because it offers the
most advanced, high-performance graphics
architecture to power the demonstration at
E3 2002. DOOM III(TM), scheduled for release
in 2003, has been highly anticipated both
as an unbelievable game and as a true measure
of today - and tomorrow's - graphics architectures.
Also highly anticipated, ATI's next generation
product, scheduled for release this fall,
will cement ATI firmly as a leader in the
ultra-high-end 3D and gaming graphics market.
"ATI's next generation hardware has
an ideal feature set for the DOOM III engine,
and at the moment is the fastest platform
to run the game on," said John Carmack,
Chief Technical Officer & co-founder
of Id Software, Inc.
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23.05.2002 |
Fakten zum Matrox Parhelia 512
Beyond3D haben ein paar Fakten zum Matrox Parhelia 512 von der E3:
- 1. displacement mapping absolutely rocks
. Adding arbitrary geometry to figures or
in outdoors terrain is a serious step in
the right direction.
- 2. FAA absolutely also rocks. Swimming textures
in buildings in FS 2002? GONE.
- 3. 10bit color was a little bit of a disappointment.
Because the LCD monitors that were used in
the demo, it downsampled to 8bit color. While
there is a difference in banding, it was
less apparent than I expected. When I test
the card with 3 CRTs I'll take a deeper look
into it.
- 4. It will not be a Quake3 Geforce4 Ti killer
with the way most reviewers run the benchmarks.
Of course with 80 million transistors on
a .15um process, there's likely to be a lot
of heat, and it's unlikely that the Parhelia
512 will have a more than 300mhz gclock.
- 5. Having said that, Matrox suggests, and
I agree with them 100% that performance in
Quake3 is fast enough today. Turn on FSAA
(games with stencil buffers have issues with
FAA) anisotropic filtering and Surround Gaming
, and it should be completely playable
- 6.Surround gaming absolutely rocks. I got
to play Quake3 and on 3 monitors it was absoletly
smooth. One little note, while playing ,
I didn't consciously look to my right or
left, but in my peripheral vision caught
movement on the extra monitors and I was
able to react without thinking
- 7. Matrox suggests, and after walking around
the show floor, I agree, that DX 8 games
will be more prevalent this Christmas. The
number of DX9 games will be very limited
if any at all. Thus their decision to go
with DX8.1
- 8. If you have a chance and are at E3 go
to the AMD/Matrox/Alienware lot (last year's
G.O.D) lot , take it. Soldier Of Fortune
II and F1 2002 makes great use of surround
gaming . The HUGE monitors for the racing
game are the way to play a racing game.
- 9. Parhelia 512 can multipass render . 8
textures per pixel is possible on a Parhelia
- 10. Review cards are likely to be sent out
in early June. WOOHOO!!! Final retail boards
will likely be out in late June/early July.
- 12. Did I mention Displacement Mapping totally
rocks ??? Watching a character be N-Patched
, then displacement mapped, makes a totally
different look
- 13. To give you a sense of how powerful the
pixel shaders are capable of being. The ocean
demo with a shark, the bass, a school of
fish? Everything is bumpmapped and using
4 textures per pixel. The Bass consists of
8 pixel shaders with 100 pixel shader instructions.
- 14. The anisotropic filtering did sharpen
Quake3. The Parhelia is capable of dynamically
allocating 64 texture samples in a pass .
In other words 1 pixel with 64 sample anisotropic
filtering, or alternatively 4 pixels with
16 sample aniso in a single clock.
- 15. Performance hit with 16x FAA in one application
(no numbers, sorry) was about 20% with their
4x FSAA around 50% . Sorry , can't say more.
- 16 Only one mode of FAA 16x at the moment
Über 100 Games mit "voller" ATi
Radeon 8500 Unterstützung
Ein wenig Werbung kann ja nie schaden, leider
gibt es in der Pressemitteilung, ausser einem Kommentar von John Carmack,
keine genauen Aussagen zum Thema Pixel Shader
1.4 ...
John Carmack Interview
Gamers.com haben ein kleines Interview mit John Carmack.
OT: Doom III Movie und Screenshots
Da brauch man nix zu sagen, einfach geniesen.
|
22.05.2002 |
NVIDIA's NV18 und ATi's RV250 im Juli
Laut DigiTimes soll es den NV18 sowie den RV250 im Juli
im Laden geben, bereits im Juni soll er in
Taipei gezeigt werden. Der NV30 sowei der
R300 sollen nicht vor dem Ende des dritten
Quartals vorgestellt werden.
NV30 & NV35 Preview
3DCenter haben die aktuellen Gerüchte einmal zusammengefasst.
Fakten zum SiS 330 (Xabre 200/400/800)
Hier ein paar Fakten zum SiS 330:
- der Xabre ist voll DirectX 8.1 (PS 1.3) fähig
- 24 Mio. Transistoren
- Leistungsmessung: 3DMark 2001SE: 6456, Quake3:
160 fps 1024x768 32bit HQ Einstellungen -
2Ghz P4+256MB DDR. Nature Test lief ohne
Fehler.
- Der Preis soll in den Regionen der GeForce4
MX liegen,...
- Vertex Shader wird in DirectX 8 per CPU berechnet.
- es werden keine fremden OpenGL Extensionen
unterstützt (NVIDIA / ATI...).
- Fertigung in 0.15µ .
- DSOP Speicher, Xabre 800 wird wahrscheinlich
BGA Speicher verwenden, wegen der Zugriffszeit
von 3.3ns.
- eigener SiS FSAA Algorithmus (OGSS Supersampling)
wird verwendet, welcher bessere Leistung
als das Multisampling der GeForce 4 MX bringen
soll.
- Anisotropisches Filtern wird unter DirectX,
jedoch momentan nicht unter OpenGL, unterstützt.
- Es wird eine "eigene" Speicherarchitektur
verwendet.
- soll ab Juli 2002 im Laden stehen
- Alle Xabre Versionen verwenden den gleichen
GPU.
Unitech Optimus Radeon 8500 eXP 128MB Review
3DGPU haben ihr ersten "nicht-NVIDIA GPU
Review" online.
SPECviewperf 7.0 Resultate
SPEC haben offizielle Resultate (NVIDIA, ATi,
3Dlabs) ihres prof. OpenGL Benchmarks Viewperf
7.0 veröffentlich.
NVIDIA's Digital Display Port (DDP)
Dabei handelt es sich um eine AGP-Karte (mit digitalen
Ausgängen - DVI, TV-Out(HDTV) ), welche das
Videosignal der on-Board Grafikkarte enthält.
OT: Deus Ex 2 Preview
Meiner Meinung nach, war Deus Ex (was übrigens auch verfilmt werden soll!) eines der besten Spiele der
letzten Jahre, ein echter Warren Spector
Klassiker (wie auch Ultima Unterworld I &
II, System Shock I & II, Thief I &
II). IGN hat endlich ein Preview zum zweiten Teil online, welcher die neue Unreal Engine verwendet
und somit auch grafisch den hohen Ansprüchen
gerecht werden sollte.
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20.05.2002 |
Triplex Xabre 400 Review
t-break haben ein Review der Xabre 400 online.
ATi's Next-Gen mobile GPU ohne DirectX 9
Angeblich hat ATi den DirectX 9 Support für ihren
Next-Gen mobile GPU gestrichen, DirectX 8.1
Support sollte eigentlich auch erstmal genügen...
NVIDIA's NV18 wird DirectX 8.1 Support bieten
Nachdem es schon einige Kritik an NVIDIA's GeForce
4 MX (NV17) gab, weil er keine Pixel Shader
bot, wird NVIDIA diesen bald gegen den NV18
austauschen.
OT: Doom III - 2003
HomeLan Fed haben einige E3 Banner.
|
19.05.2002 |
Realismus bei 3D-Grafik
3Dlabs Tim Lewis geht in diesem Artikel auf die bisher erreichte Qualität der Echtzeitdarstellung
ein und gibt einen Ausblick in die Zukunft.
|
18.05.2002 |
3Dlabs Wildcat III Review
Beyond3D haben sich die Wildcat III angesehen. Diese
Profikarte bietet SuperScene AntiAliasing,
welches wirklich beeindruckend aussieht.
Matrox und UMC arbeiten zuammen
Matrox Parhelia 512 wird von UMC gefertigt,
die Pressemitteilung gibts hier.
Interview mit David Kirk
Team Xbox haben ein Interview mit NVIDIA's David Kirk
geführt.
Ray Tracing mit programmierbaren GPU's
Hier gibt es ein PDF, welches sich mit dem Thema Ray Tracing
auf programmierbaren GPU's beschäftigt. Dies
dürfte ein Blick in die Zukunft sein, haben
doch 3Dlabs, ATi und NVIDIA daran mitgearbeitet.
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16.05.2002 |
Matrox Parhelia Infos
Direkt aus dem Forum von Matrox.
Q: Unfortunately all isn't perfect with the
Parhelia's FAA engine; there are situations
where the fragment detection doesn't work
perfectly and the result are annoying artifacts
in the game. For those situations your only
option is to either turn off FAA or resort
to Matrox's supersampling AA algorithm which
will take a performance hit similar to that
of the Radeon 8500. There is no way to predict
under what games FAA will result in artifacts
but it does happen. Matrox mentioned to us
that out of approximately 40 games they tested,
around 5 - 7 exhibited artifacts with FAA
enabled. As you can expect, we'll attempt
to compile a list as soon as possible to
help point out what games do and don't work
properly with FAA enabled.
A:That's true. When stencil buffers are used
in the game, faa will give you this artifact.
That's why we will give the user the option
to switch to fsaa or disable faa, their choice.
I don't think too many games use stencil
buffering and for the ones that don't, you
really gotta see it.
Q:Yes i was meaning occlusion Culling
I did not notice it in any spec.
Is it there?
A:No it's not there.
Q:Don't you think you need it?
or are you going to do it another way
A:No I don't think we need it. As Moep said,
we have the bandwidth. Also, if developers
start implimenting our tesselation support
("Depth acceleration unit for advanced
Z processing"), there's no need since
it lowers the amount of polys to draw in
far away objects.
Q:Why did you choose the Pixel Shader 1.3 version
is it for maximum compatibility?
A:With regard to 3D features, the Parhelia-512
is positioned between DirectX 8.1 and the
next version, DirectX 9. The quad vertex
shader (v2.0) corresponds to DirectX 9, whereas
the pixel shader still follows DirectX 8.1
version 1.3, as used by NVIDIA in its GeForce
4. At first glance, this is an odd combination,
since vertex shaders can be emulated by the
driver, while the emulation of pixel shaders
can only be achieved with extreme loss of
speed. Matrox argues that this is exactly
why a modern vertex shader unit is worth
it in practice. Game developers can use vertex
shaders via emulation, without fearing that
the functions won't work with end users.
Therefore, it can be expected that the the
newest versions of shaders will always be
used in games. With pixel shaders, however,
the developers have to be more careful because
the latest versions of these functions can
only run on a few cards. Pixel shaders from
v1.3 and up will be most widespread among
games, and in the future, they will become
somewhat of a standard.
Interview mit Matrox
SimHQ haben ein Interview mit Matrox geführt.
Hier die wichtigsten Punkte:
SimHQ: What do you see as your advantages and disadvantages
over NVIDIA and ATi right now?
Sebastian: Well, they are bigger than we
are, have deeper pockets and are more established
in the enthusiast market than we are. However,
they don't have the Parhelia-512 and the
quality, performance and features it offers.
Matrox also has a loyal fan base. We've been
in the graphics card business and have been
profitable for over 25 years and a lot of
people don't know that. I still hear from
some contacts who are running their original
Millenniums and refuse to put anything else
in. But most importantly though is our reputation
for quality and multi-display computing that
has made our technology in these areas the
standard by which all other hardware is compared
to.
SimHQ: Is Matrox going to compete on a six-month
cycle? If not will you have a cycle or just
introduce cards when you?re ready?
Sebastian: The Parhelia-512 will become the
basis for a whole slew of products in the
future. We'll be offering different versions
of the chip and boards to cater to different
markets, however, we won't be radically changing
this architecture in six months.
SimHQ: Can you talk about your commitment to FSAA
and "image quality" specifically?
How is your image quality "better"
than NVIDIA and ATi?
Sebastian: In our white papers in the section
on quality you will find information on our
FAA-16x and Ultra Sharp Display outputs.
If we take a look at FAA-16x, the Parhelia-512
only anti-aliases the edge pixels in a scene
because let's face it, that?s really all
that needs to be anti-aliased anyway, right?
Internal textures get blurred when you filter
back down in FSAA and the bandwidth requirements
are huge. The edge pixels represent only
a fraction of the 3D scene and therefore
will result in only a fraction of the bandwidth
hit, while also allowing us to obtain true
16x quality. I'm a huge aviation buff, you
know that Bubba, believe me when I tell you
that nothing beats Flight Sim across three
displays with FAA-16x, it is THE way to play
Flight Sim. As for the Ultra Sharp Display
outputs, we decided that it wasn't good enough
to simply say we have the best 2D quality,
we wanted to quantify it and that's what
we did. We took oscilloscopes in house to
measure things like over and under shoot,
PLL jitter, frequency response and the proof
is in the pudding. The Parhelia-512 offers
the best signal integrity and our results
prove that. The components we used on the
Parhelia-512 are the best quality parts on
any graphics chip today. We simply didn't
cut corners to save cost, we went all out
with 2D quality this time and the best part
is that Microsoft is dedicating considerable
resources to things like color quality, management
and the move to 10-bit color support in Longhorn,
indirectly acknowledging quality messaging
we've been pushing for so long.
SimHQ: Can you talk about drivers? How mature will
your drivers be? It does little good to introduce
great hardware if the drivers are not ready
for "prime-time" yet
Sebastian: It is still a little early to
talk driver at this point, as we haven't
gone into full-fledged production yet. But,
we've been demoing this stuff for some time
now so our drivers and hardware can handle
it, but as usual for Matrox, we have no intention
of releasing hardware with wonky drivers.
That?s not our style and isn't consistent
with what Parhelia-512 stands for. These
drivers have been built from the ground up,
so as you can imagine through your experiences
with 3dfx this has required a fair amount
of effort on our part, but we're confident
that come shipping time support and stability
will be right where it should be
SimHQ: Matrox has been reluctant in the past to
reveal Core and Memory speeds. Why is that
and will you continue that policy into the
future?
Sebastian: Yes, we have never revealed that
info mainly because it is something that
can't always be guaranteed based on chip
level info and we have no intention of announcing
numbers we aren't prepared to keep come shipping
time. There are also plenty of utilities
available to find out that info.
Bilder der Parhelia
PCPOP haben ein paar Bilder von einer Matrox Parhelia
gemacht.
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