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Rumored specs (what I can make out of it) :
.13 micron
agp 8x
GPU will run a at a speed of 400 mhz
256 bit memory bus
8 Pixel units
each pixel unit 2 texture units
16 textures per pixel in one pass
internal use of use of 64 and 128 Bit Color rendering
supports full 16- and 32-bit floating point formats (for colors, its proberly the same as that 64 and 128 bit color )
The nv30 will support 12 bit fixed point, 16 bit float, and 32 bit float
-- So 48bit color support (they proberly stole it from 3dfx napalm )
NV30 is different from its predecessors because it focuses more on the GPU rather than the memory. The shift means that the performance bottleneck shifts from memory efficiency to computing efficiency. In addition to this the NV30 includes better algorithms for detecting when hidden pixels that applications are not rendered through the system. This is known as an extension to Hidden Surface Removal and will be a part of a new system NVIDIA said we couldn't talk about, at this time.
-- Does Matrox use algorithmes ??
-- I am still wondering why matrox didn't implement PS2.0 and support for floating point formats for the colors (but thats a part of PS2.0)
Carmack quote:
Nvidia is the first of the consumer graphics companies to firmly understand what is going to be happening with the convergence of consumer realtime and professional offline rendering. The architectural decision in the NV30 to allow full floating point precision all the way to the framebuffer and texture fetch, instead of just in internal paths, is a good example of far sighted planning. It has been obvious to me for some time how things are going to come together, but Nvidia has made moves on both the technical and company strategic fronts that are going to accelerate my timetable over my original estimations
oh yeah :
Annoucement date august/november
and you proberly can buy one around christmas - february
well I am guessing am I
Rumored specs (what I can make out of it) :
.13 micron
agp 8x
GPU will run a at a speed of 400 mhz
256 bit memory bus
8 Pixel units
each pixel unit 2 texture units
16 textures per pixel in one pass
internal use of use of 64 and 128 Bit Color rendering
supports full 16- and 32-bit floating point formats (for colors, its proberly the same as that 64 and 128 bit color )
The nv30 will support 12 bit fixed point, 16 bit float, and 32 bit float
-- So 48bit color support (they proberly stole it from 3dfx napalm )
NV30 is different from its predecessors because it focuses more on the GPU rather than the memory. The shift means that the performance bottleneck shifts from memory efficiency to computing efficiency. In addition to this the NV30 includes better algorithms for detecting when hidden pixels that applications are not rendered through the system. This is known as an extension to Hidden Surface Removal and will be a part of a new system NVIDIA said we couldn't talk about, at this time.
-- Does Matrox use algorithmes ??
-- I am still wondering why matrox didn't implement PS2.0 and support for floating point formats for the colors (but thats a part of PS2.0)
Carmack quote:
Nvidia is the first of the consumer graphics companies to firmly understand what is going to be happening with the convergence of consumer realtime and professional offline rendering. The architectural decision in the NV30 to allow full floating point precision all the way to the framebuffer and texture fetch, instead of just in internal paths, is a good example of far sighted planning. It has been obvious to me for some time how things are going to come together, but Nvidia has made moves on both the technical and company strategic fronts that are going to accelerate my timetable over my original estimations
oh yeah :
Annoucement date august/november
and you proberly can buy one around christmas - february
well I am guessing am I
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