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Hey Folks! While reading the Ati PR I
wanted to give you a little insight on what this baby can do.
Frankly I'm not too surprised to see that ATi will release a product as
they do now, rumors had been floating the web for weeks now. ATi is
hitting back really hard with this new Videocard (ATi Radeon 256).
In short I'll adres the big advantages of this new videocard. The most
important technology that ATi pursued was speed vs. quality the Radeon
256 is based up-on the Charisma™ engine, a engine that indeed is a GPU
with Hardware T&L, advanced vertex skinning (smooth joining of
objects) just like the GeForce, and 3D key framing (fluid animation
through 3D morphing).
Secondly, speed. this card is going to blazingly fast and competitive
with the GeForce 2 ! In theory (we have to see some benchmarks first of
course) this card will push 1.6 GigaTexels/sec just like the GeForce 2.
You can compare this with a 'plain' GeForce which pushes 0.48 Gigatexels/sec.
Third, Pixel Tapestry Architecture™. ATI's RADEON GRAPHICS will
utilize the most advanced and flexible texturing system available, it
will render 3D surfaces in very high detail through option like Dot bump
mapping, Environment Mapped Bump Mapping (EMBM) !!, Texture
Transformations,

Dual-Paraboloid Environment Mapping

Cubic Environment Mapping

Shadow Mapping
Now there slogan: Ati, the new face of graphics After seeing the
specs I must admit it's possible ! The Radeon 256 is going to be a
serious competitor towards the geForce 256 and most certainly towards
the Voodoo 5 5500 videocards since it will be faster and since I truly
believe that EMBM and all other cinematic effect on this card is way
more important than FSAA or Motion Blur.
Well, that was my little scoop !
This will officially be the craziest
sping graphics card showdown EVER! The big news tonight is the unveiling
of ATI's Radeon chip. After just a quick look at the details I have to
say that I am very impressed with the features of the Radeon. ATI is
pushing huge a huge texel rate (1.6 Giga-Texels) and an advanced
geometry engine.
Charisma Engine: ATI's Geometry Engine
Charisma combines the world's fastest geometry engine along with
revolutionary new techniques for bringing 3D characters to life. The
geometry engine supports full transformation, clipping, and lighting
(T&L) at 30 million per second processing capability, resulting in a
10x improvement in 3D modeling detail relative to current CPU based
geometry. Charisma supports cutting-edge character animation features,
such as advanced vertex skinning and key frame interpolation. These
effects are required in bringing game characters to life with realistic
behaviors, fluid movements, and believable facial expressions including
lip-synching.
Pixel Tapestry: ATI's Rendering Engine
Pixel Tapestry combines the world's fastest rendering engine along
with an unprecedented new set of 3D special effects. It is the first
graphics chip to break through the Gigatexel barrier with an awesome 1.5
Gigatexel per second rendering engine. The new chip's ability to process
up to 3-textures concurrently, means unsurpassed performance in
accelerating the coming wave of multi-textured game content. Because of
its awesome rendering capability, RADEON 256 enables full performance in
32-bit color, which finally makes 16-bit color obsolete.
Those are the major points that ATI is pushing with the Radeon, all I
have to say is SEND ME ONE! For me this has taken the steam out of
3dfx's Voodoo 5. I'll stop there and save all judgment until I have seen
all the production boards in action. Till then read the rest of ATI's
press release here: Radeon
Press Release
In my hurry to get the scoop on the new
ATI chip, I forgot to include a link to the article. Please forgive me.
Please follow this
link to skip past the flash intro.
Hah, just out from ATI
is the new RADEON chip, Rage 6, and charisma engine, type quick , gotta
scoop Hilbert. Copy, paste lovin':
"Three Filtered Textures Per Pixel - At Full Speed
Current generation graphics processors have just one or two texture
units per rendering pipeline. They are capable of applying up to two
textures to a pixel in a single clock cycle, but with one texture unit
per pipeline this requires using two rendering pipelines to generate a
single pixel. Thus, the fill rate of these products is effectively cut
in half when multitexturing with two textures per pixel. In order to add
a third texture to a pixel, these chips must use a second clock cycle,
which cuts the fill rate in half again. Thus, it takes most current
generation processors four times as long to apply three textures to a
pixel than it does to apply a single texture. Even those that have two
texture units per pipeline take twice as long to apply three textures
per pixel. Thus, the number of rendering passes required to output a
single pixel is becoming increasingly critical to providing acceptable
graphics performance.
One of the most talked about factors for determining graphics
performance today is "peak fill rate". This refers to the
maximum number of pixels a graphics product can render to the screen per
second. However, peak fill rate is calculated with the assumption that
each pixel has only a single, unfiltered texture applied. In reality, 3D
games today make heavy use of filtering and multitexturing, and future
games will use these techniques even more extensively. The result is
that graphics architectures that do not fully take multitexturing
requirements into account will suffer rapidly decreasing performance as
more textures are applied to each pixel. As the following chart
illustrates, including more texture units per rendering pipeline allows
a graphics chip to maintain high performance even with large numbers of
textures per pixel."
Maybe this one will get up there with the big boys.
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