ATI Rage6 Details
by Steve Gibson, Apr 20, 2000 6:07pm PDTWell, we've seen info on the Voodoo5 from 3dfx and NV15 (kinda, here , here, here, and here) from NVidia, why not see what ATI has going? IXBT has a preview of the new Rage6 chipset which may finally be a contender with the top of the performance market.
- 25 million transistors - 2 rendering pipelines with 3 texturing units each - 200-400MHz core, 200mhz memory - Pixel fillrate: 400-800 million pixels per second - Texel fillrate: 1 texel per 1 pixel: 400-800 million texels per second 2 texels per 1 pixel: 800-1600 million texels per second 3 texels per 1 pixel: 1200-2400 million texels per second - 8-128MB local graphics memory - 350-400MHz RAMDAC integrated into the graphics core10:10update: You might wanna check out this SharkyExtreme article ont he chipset as well while you're at it. Thanks ilya.
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Welp, I've got a non-overclocked tnt2. I'm getting about 60fps in 640x480 with most of the candy on. I'm using lightmap, etc. but I've got the gibs, gun, and dynamic lights off. If I set the thing to run at full-out-ugly at 640, i get about 81 fps.
(Oh, and that's running on a celery 266 oc'd to 448 with 196 megs of ram.)
Congratulations 3dfx! You re-invented the TNT2 Ultra, but traded the image quality for shitty image quality, and added FSAA..OOPS...the single chiper is so slow you can't even use it.
What a joke.
Whats the single chip version like. TNT1 or TNT2? Will you ever see the single chip version after the ass whipping the DUAL CHIP version is getting. I think not.
Think about it...its is obvious.
"Microsoft Licenses Breakthrough 3D Graphics Technology from NVIDIA
NVIDIA's Volume Texture Compression Formats for Microsoft's® DirectX® Enables Rich Graphics for Internet and Games
SANTA CLARA, CA — March 23, 2000 — In a move that will help bring stunning 3D graphics to internet users, NVIDIA™ Corporation (Nasdaq: NVDA) and Microsoft® Corp. today announced the adoption of NVIDIA's technology for Volume Texture Compression Format (VTC) for Microsoft DirectX APIs. Today's 3D internet sites are plagued with inadequate image quality due to bandwidth constraints of transmitting high-resolution textures over standard communications systems. Even for high-performance PCs, the limited amount of texture storage forces game developers to use lower-resolution textures, resulting in imagery that lacks detail. Scheduled for release in 2000, NVIDIA's VTC format enables a superior level of image quality that allows web and content developers to produce 3D objects that depict their natural characteristics."
From: http://www.nvidia.com/News.nsf
Boogieman
Voodoo5 got literally spanked by the Geforce DDR in every test they ran.
Hilarious.
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Do you know what the word "literally" means?
Oh, and rock on GeForce!
For someone who is so adamant about a certain video card, you might want to learn how the things actually work before you pick which one to buy.
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if Rage6 outperforms V5 I would be amazed with Canadians :).
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Anyway... #86 I think he was talking about how long the product is worth, after spending hundreds of dollars. From a gamers standpoint, video cards are essential, but from a financial standpoint, video cards are a horrible investment - I know computer hardware depreciation is high, but video card value depreciation (six month cycle) is even worse than other computer hardware like sound cards. monitors, CD-ROMs or even CPUs.
- Val
It must be the matrix. I wish I took the other pill!
This in effect is the way most modern 3d acelerators run, V5 runs similiar in that it can't do "free" multitexturing & keep its 2 pixels/clock. It only renders 2pixels/clock when not in multitexturing mode. The NV15 (according to the preliminary pdf file) has 4 pixel pipelines, BUT each pipeline is capable of running another "texel". This in effect does NOT cut fillrate by 1/2 when running in multitexture games since each pipeline is capable of its own free multitexture without actually using one of its 4 pipelines in order to do multitexturing.
If you do the math on the 1600m/texels you figure 200mhz * 4 = 800mpixels but since each pipeline can render 2 texels you go 800 * 2 = 1600m/texels sec. The V5 as stated earlier (just like geforce/nv10) loses 1/2 fillrate when doing multitexturing.
In other words if there is not some other bottleneck (possible bandwidth?) the NV15 will be insanely fast in multitexture games.
Hopefully now you will understand & then you can figure out how the 3 texel per pipeline (2 of them) on the ATI Rage6 works.
ATI has crazy numbers, Nvidia is throwing out some crazy numbers, and so is 3dfx.
Nvidia claimed 800Mpixels for the GeForce in early hype and even when it was released at 480Mpix it only worked with the DDR and 480Mpix still wasn't acheivable due to memory bandwidth and texture management design flaws(the DDR was supposed to fix the memory problem and it sorta did but not completely). Nvidia's next chip better not have more than one chip nor need an outside power connector or they will be guilty of doing things they swore they would never do. I think their $349 card will resemble the V5-5500 very closely in performance. The 1.6 is their equivalent of 3dfx's V5-6000.
3dfx claims 1.33 or 1.5Gpixels for it's V5-6000, although the smart money says that the V5-6000 will resemble the V3-3500 and come out so late and have so many problems that it will probably be D.O.A. 3dfx's real hopes lie in it's next chipset, one they have poored tons of cash and resources on developing.
ATI also claimed some impressive stats for it's top of the line Rage Fury Maxx and although an excellent card on paper, the driver problems keep it from being a real contender for the hardcore crowd. And the fact that it's a multiple chip solution lowered it in the purists eyes.
Anyway, benchmarks are what matters.
geforce will change the world
tnt2 will do some shit
tnt1 will do 25 fps in 1600x1200 in q2 (or some bullsiht i remember which convinced me to buy one)
i hate to be a fanboy
but when has 3dfx EVER fucked up, always deliver what they promise.
only exception thus far is 1024x768x32bitx60fps FSAA 4X claim - and we dont have a final silicon v5-6000 to confirm / dispell this claim - otherwise perfect track record.
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I BUY ONE OF THESE OVERPRICED-
GONNA-BE-OBSOLETE-IN-THREE-MONTHS-
BUT-KICKS-ASS-NOW-CARDS.
sheesh.
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Thank you,
Illegal Immagrant
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Flame coming, haha.
- Val
If a game ever uses it, that could be HELLA sweet.
25 million/sec / 100fps = 250,000 fully clipped/lit tris per scene throughput.
Those are numbers i like!
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