Framebuffer on chip? Na, one only write into the framebuffer (normally). The texture-buffer is only read (during the real use) but the Z-buffer.. that part is heavily used, THAT would be the one you want to have on-die
The other 2 are handled well by Matrox's DualBus.
But making 8MB or so on-die.. pfoe.. The yields will be rather low, and thus, the price rather high.
About voxels: really, I wonder why everybody thinks it has low visual quality.. remember, with texture-mapping you always have been fooled with bi- and tri-linear, bump-mapping etc to make it prettier. Landscapes usually do suck: rocks, fields, sand.. when you look at them under your feet it looks like shit. Voxels can give you REAL grass, REAL sand etc.
I haven't seen a game yet with a landscape so nice rendered as in Delta Force2...
The other 2 are handled well by Matrox's DualBus.
But making 8MB or so on-die.. pfoe.. The yields will be rather low, and thus, the price rather high.
About voxels: really, I wonder why everybody thinks it has low visual quality.. remember, with texture-mapping you always have been fooled with bi- and tri-linear, bump-mapping etc to make it prettier. Landscapes usually do suck: rocks, fields, sand.. when you look at them under your feet it looks like shit. Voxels can give you REAL grass, REAL sand etc.
I haven't seen a game yet with a landscape so nice rendered as in Delta Force2...
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