oke ik heb weer wat leuks gevonden een Russische site die 3dfx forever heet, dan vertaald met bablefish
hier ga je naar bablefish:
http://world.altavista.com/
en vul je dit adres in het : "Translate a Web page" vakje :
http://www.3dfx.km.ru/golos.php
en dan Translate from Russian to English
en hier het forum:
http://world.altavista.co...oodrivers.org%2fforums%2f
er staan wel wat leuke dingen in dat forum informatief bedoeld dan.
En hier heb ik nog wat interessante info over de Rampage aka Spectre 1000, 2000 en 3000 kaarten.
Information
'Rampage' was 0.18um, it contained 30 Million transistors in a core area of 10.6*10.6cm's. The total die was 11.44*11.47cm's. Within this area was 18 clock domains, 14 core blocks, and 8 pad ring blocks. It was designed for UMC's process, then changed in the last few months to TSMC. Sage was 25 million transistors using the same process. Rampage would've been clocked from 200-250mhz
It utilized AGP 4X, SAGE was the Busmaster, with each 'Rampage' having AGP functionality built in.
12.8GB/sec Memory Bandwidth
32-bit output, 52-bit internal precision (13-bits per RGBA component).
SAGE supported 25 hardware lights.
3D Texture support.
Windowed AA (not confirmed)
160hz at 640x480. 1600x1200 at 100hz.
'M-Buffer' (ie. Multisample-Buffer that was used on R4, also had T-Buffer support) M-Buffer allowed for 4 samples per clock to be generated at NO pixel rate loss, unlike the 4X hit taken by VSA-100 and T-Buffer. The Downside is that MS takes the same texel coordinates and jitters them, thus there's no texture clean up. 3dfx implimented the advanced Anisotopic filtering to remedy this once and for all.
Quad texturing. In 1 clock. 8 Layers in 2 clocks, 1 pass. It's hard to describe 'Rampage's texturing abilities due to the flexibility. Actually, when using Quad-texturing, 'Rampage' could achieve 'free' RGMS Anti-Aliasing.
Normal rendering:
1 texture per pixel: 800Mpps / 800Mtps
2 textures per pixel: 400Mpps / 800Mtps
3 textures per pixel: 200Mpps / 800Mtps
4 textures per pixel: 200Mpps / 800Mtps
5-8 textures per pixel: 100Mpps / 800 Mps (two clocks required)
Multisample AA - 800M samples per second:
4 textures, Free MS AA
2 textures + Anisotropic, free MS AA.
With 4X MSAA enabled an entire Rampage chip would have effectively been one GeForce 4 pipeline, but with twice the texture rate. It has mroe bandwidth than the GeForce 4, and wouldn't have to waste its bandwidth on geometry.
4 GSamples/s for 8x MSAA. There were 4 pipes that were either pixel pipes or 4X MSAA pipes.
tr> Hardware supported HSR. Not completey done in hardware, but it eliminates a 30-50% overdraw with a 1% visual error. This technology was from Gigapixel. (Thanks Tag)
quad texturing= 4xRGMS/noAF small performance drop
dual texturing= 2xRGMS/4xAF small performance drop
Trilinear filtered texture per tick per TCU.
Up to 128 tap adaptive Anisotropic Filtering(per 8 ticks maximum)
Non-Photorealistic Rendering (from 3dfx's Immersion 2000 release) This is an extention of the VTA.
VTAi (i = 0..3) VTAi-1 * (1-Alpha) + VTAi * Alpha
C0 = Alpha
TCU: (A+B)*C + D
A: Zero
B: Texture (Paint#Brush)
C: C0 (Alpha)
D: Zero
CCU: (A+B)*C + D
A: Zero
B: Previous VTA
C: 1 - C0 (1 - Alpha)
D: TCU out
'NPR' (Photoshop effects). Better known as 'Toon Shading'. Was an awsome and powerful specification of 'Rampage', an artists dream.
Entry level:
1 'Rampage', 32meg 200/250mhz DDR-SDRAM
MidRange:
1 'Rampage', 1 'SAGE', 64meg DDR-SDRAM
HighEnd:
2 'Rampage' in SLI, 1 'SAGE', 128meg DDR-SDRAM
2 Sages were supported, but it wouldve never made it into production due to 1 Sage being powerful enough for the time.
What If?
The original Rampage chip was actually scheduled to be released before the Voodoo 2. Of course it was much different than the later Rampage chips, but they never had all the features complete. Instead they released the Voodoo 2 as a gap filler until Rampage was ready. Ballard wanted a 2D/3D card ASAP though, so Banshee ended up being released. By that time, they ahd to completely redesign rampage, so Voodoo 3 was released as another gap filler and later the Voodoo 4/5 to stay in the market until Rampage was ready. 3dfx claimed bankruptcy before it was ever ready, but by the time of thier demise, it was working(to an extent).
The Rampage chip would have been released on the cards named "Spectre", to be released late 2000, early 2001 if everything was on time. Since it wasn't on time, tapeout was scheduled for March 2001. They didn't want to continue the Voodoo brand name on account of a totaly new architecture.
The only Rampage technology nVidia has used thusfar in the NV30 has been a decent chunk of the 2D engine.
en hier staan ook nog wat plaatjes van QuakeIIIArena in actie op de Ramage:
http://rashly3dfx.tripod.com/products/rampage.html
[
Voor 113% gewijzigd door
Anoniem: 23009 op 19-09-2004 13:38
]