Well it appears that I and many others on this forum were correct, in that nVidia will attempt to skirt the issue of memory bottlenecks with a tile renderer.
"There's also occlusion-detection circuitry that can increase fill rate by up to 4X; the effect varies depending on whether pixels are occluded when they're drawn, but tends to be greatest exactly when it's needed most -- when there's a lot of overdraw" is the exact wording. occlusion meaning, blocking detection.
I'm not surprised, neither should you be. in any case, it's only a stop gap measure, many more methods need to be used to reduce memory bandwidth dependancy, as I'm sure they have been working on.
This is what surprises me right here.. "The GPU's raw fill rate at 250 MHz will be 1 Gpix/sec."
WTF? so now they have 4 pipes STILL, and possibly 2 or more texture units per pipe. that's not that impressive IMHO, it's just a Geforce 2 with a few more mhz (50 to be exact) and tile based rendering.
Though I wouldn't be surprised if they put 3 texture units per pipe, that doesn't matter too much to me, becuase the emphasis SHOULD be increasing polygons, rather then increasing layers of textures. (I consider 3 or 4 the max amount for Bump Mapping etc)
here's the link BTW, thanks to NFS4 http://www.ddj.com/articles/2000/0008/0008a/0008a.htm
EDIT-Included more text from the article in a quote.
"There's also occlusion-detection circuitry that can increase fill rate by up to 4X; the effect varies depending on whether pixels are occluded when they're drawn, but tends to be greatest exactly when it's needed most -- when there's a lot of overdraw" is the exact wording. occlusion meaning, blocking detection.
I'm not surprised, neither should you be. in any case, it's only a stop gap measure, many more methods need to be used to reduce memory bandwidth dependancy, as I'm sure they have been working on.
This is what surprises me right here.. "The GPU's raw fill rate at 250 MHz will be 1 Gpix/sec."
WTF? so now they have 4 pipes STILL, and possibly 2 or more texture units per pipe. that's not that impressive IMHO, it's just a Geforce 2 with a few more mhz (50 to be exact) and tile based rendering.
Though I wouldn't be surprised if they put 3 texture units per pipe, that doesn't matter too much to me, becuase the emphasis SHOULD be increasing polygons, rather then increasing layers of textures. (I consider 3 or 4 the max amount for Bump Mapping etc)
here's the link BTW, thanks to NFS4 http://www.ddj.com/articles/2000/0008/0008a/0008a.htm
EDIT-Included more text from the article in a quote.