FiringSquad: Home of the Hardcore Gamer - Games, Hardware, Reviews and NewsSubmit your own or view users' CPU overclocking results!

  
 Home   News   THE MATRIX   Deals   Hardware   Games   Features   Media   Products   Forums   FS China 
AddThis Social Bookmark Button

Home : Hardware : Video Cards : Nvidia GeForce 256 at IDF
» Join the Greatest Gaming Community NOW! (It's free)

Already a member? Login
 



Random Gallery >> 
Click to view high-res Image!
Reset Game Announcement Screenshots [4] (0)

My First Entry For Crank That S#!T Up! (2) by deathknight.92
ENTRY FOR CONTEST (4) by Alexander470
CRANG That S#!T Up! (15) by ElwinRansom
My Entry for the Crank that SH#!T Up Contest (12) by TheGamesHD
My First Video (3) by Stryker
[FX] 3-Screen Effect - Guide (part-2) (0) by nGAGE
Whoz's Cranking that S#!T (13) by whozthisguy
Crank that SH#!t Up Contest Entry (10) by Boltshot
HOW I CRANK THAT S#!T UP!! (4) by nvidia4life
Nvidia+Socom Cranks that $#%^ UP!!!!! (4) by mrinfinit3

More Blogs >>




Nvidia GeForce 256 at IDF
August 31, 1999   Kenn Hwang > [View My Other Articles]
Product Info | User Reviews | Article Images(15) | Image Gallery | Comments | Forum Thread
Fill Rate on GeForce 256

How many megapixels was that?

Yes, you heard correct the first time. The GeForce 256 can push out a sustained fill rate of 480 million pixels per second. That's over double the fill rate of the original TNT2. NVIDIA accomplishes this through GeForce's four-pixel pipeline rendering engine. We can derive the core speed of the GeForce 256 by dividing the pixel fill rate by the 4 pixel pipeline (480/4 = 120). Apparently, the GeForce 256 runs at a graphics core speed of 120MHz. By implementing massively parallel pipelines, NVIDIA is able to greatly increase the pixel fill rate without increasing clock speed. In fact, this speed is 5MHz lower than the TNT2 vanilla's core speed of 125MHz.

So….what about…megatexels?

What's really interesting here is NVIDIA's lack of confirmation on texel fillrate. From this, I think it's safe to assume that we're not going to see 2 textures per cycle on each of the pixel pipelines (which would have added up to a consummately reportable 960 million texels, enough to take on the spec-sheet wonders of BitBoys' Glaze3D).

Instead, what should we expect? Most likely, 1 texture per cycle per pipeline, or an equivalent of such, giving us 480 million texels per second, only modestly higher than the nearest competition, especially in light of their "order of magnitude" improvements brought forth by onboard T&L. Without stretching too far, if the GeForce is limited to 480 Megatexels/sec, we have no doubt that 3dfx's upcoming fall 99 product will be able to claim first place in that category.

Where's the beef?

If we have a beef with the GeForce 256, it's certainly the clock speed. With over 23 million transistors, the GeForce exceeds Pentium III or Athlon in complexity, and the limitations of the AGP slot and power supply are already being felt. Being able to scale in parallel is a great alternative, but the fact remains that every title benefits from faster clock rate, and in many situations, there is no substitute.

Back! I don't see the light     Cube Environment Mapping Next!
Blog + Share: Digg Del.icio.us Reddit SU furl • More: AddThis Social Bookmark Button
Send This Article to a Friend!  
Table of Contents
  Print Entire Article  

MATRIX CONTENT » RANDOM MEDIA BLOG More Blogs >>
No ratings yet
» Please rate this
Read this Media-Blog entry!» Superlative Computer (6)
by arvernis (7) Talk with this user on their Shout Box (My other blogs) Posted 18 months ago


 Hottest Topics
Blizzard appealing to block Valve trademarking DOTA (11)
Obsidian has 'Kickstarter fever', asks for suggestions (6)
Assassin's Creed 3 announced, coming in October (6)
Bethesda shows modders how it's done: see what Skyrim developers added during free-form 'Game Jam' week (5)
Diablo 3 dev diary explains nightmare mode difficulty (5)
Today's News >>
Today's Siteseeing >>


 Table of Contents


 Quick Facts
John Carmack had an interesting talk on Quake 3 lightmap evolution in a recent .plan update.


FiringSquad is powered by... Back to Top Site MapContact UsAdvertise With Us Privacy StatementAbout Us  
News RSSSiteseeing RSSArticle RSS   © 1998-2012 FS Media, Inc. All Rights Reserved