- 15M triangles/sec - sustained DMA, transform/clip/light, setup, rasterize and render rate.
- 4 Pixels per clock (4 pixel pipelines)
- 480M pixels/sec fill rate - 32 texture samples per clock, full speed 8-tap anisotropic filtering.
- 8 hardware lights
- 350 MHz RAMDAC
-Most feature complete for DX7 and OGL - Tranform & Lighting, Cube environment mapping, projective textures, and texture compression.
- Will utilize 4x AGP performance with Fast Writes , which enables the CPU to send data directly to the GPU (1 GB/sec transfer rate), increasing overall performance and freeing the system memory bus for other functions.
- 256 bit rendering engine
- Highest quality HDTV (High Definition Television) video playback
The official name for the new 3D card is the GeForce 256. I'm guessing they were doing
one of those "our card is so damn fast we can give it a horrible name and people will
still buy it" tactic. Hope it works. I'll add to this story as more articles come out
on the card. The Riva3D.com guys were the first to send
word and they have quite a bit on it. Check out geforce.riva3d.com,
then head over to the Tweak3D
preview. Lastly you can check out the 3DGpu.com
page which has quite a bit of info on the card.
Update from Marcus: Here's the Press Release if
you're really itching for more. Though I don't know about you but all I'm itching for at
the moment is a GF256.
Nvidia is going to announce the GeForce256 which is the product name for the NV10 their new "GPU" chip which supports hardware accelerated transform and lighting. Tim Sweeney and I saw it running behind closed doors at Siggraph and we were totally blown away. We saw some incredible demos with previously unimaginable numbers of polygons in real time, fully-lit, game-quality framerates and resolutions.
Nvidia is going to ship it this September and from a practical standpoint it's approaching the power of Sony's next generation Playstation's graphics hardware.
The first solution performs sophisticated scene analysis (on the entire scene buffer), which identifies silhouette edges that require antialiasing, and that rejects interior edges which do not require antialiasing. The antialiasing is performed as a second pass, blending the edges after all polygons have been rendered. Not all edges are anti-aliased, but we attempt to make a good choice and smooth the most jagged edges without too much cost in performance. Higher quality antialiasing can be achieved through enabling a hardware contrast reduction post-filter. This advanced level of antialiasing is available through a control panel setting. The second pass edge anti-aliasing is available by default if the application requests anti-aliasing - we report this capability in D3D.
[nVidia] Revenue came to $78 million, a 543 percent increase over $12.1 million for the same period the year before, while earnings came to $6.7 million, contrasting with a net loss of $9.7 million.sigh. You can share my pain right here. Have at it on the comments board.
[snip]
... 3dfx has seen revenues nearly double from $58.9 million to $104.8 million but income decline from $9 million to losses of $11.6 million. Even if one-time charges for STB are excluded, the losses come to $4.3 million for the fiscal quarter that ended July 31.
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