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Originally posted by Enak
Ummmmm Photoshop...
Only one RGB!!!
The drivers are not perfect though, sometimes it will only display Windows in a quarter screen for some reason. The good thing is that it allows for very high resolutiuon (no talking about virtual screens), up to 3200*2400 -even on a low res screen (thanks to their Mikkitsmal technology - a derivative of the talking heads stuff reworked by Bitboys apparently).
For games it's extremely fast, especially Minesweeper (that was the deciding factor for me).
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****bump****
man, I am seeing a pattern here about Matrox and Bitboys!!!
Bitboy's Matrix Anti-Aliasing and Matrox's Fragment Anti-Aliasing
then there is...
Bitboy's "256bit Extreme Memory Architecture" and Matrox's 256bit memory interface... not that its hard to implement, but their approch seems like the same, all happening in the same timeframe... no bandwidth saving technology, just relying on bus width...
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Originally posted by Chrono_Wanderer
****bump****
man, I am seeing a pattern here about Matrox and Bitboys!!!
Bitboy's Matrix Anti-Aliasing and Matrox's Fragment Anti-Aliasing
then there is...
Bitboy's "256bit Extreme Memory Architecture" and Matrox's 256bit memory interface... not that its hard to implement, but their approch seems like the same, all happening in the same timeframe... no bandwidth saving technology, just relying on bus width...
umm... Bitboys' XBA was 1024 Bit. and their approaches were VERY different on memory controller level (bitboys had virtual memory addressing with 9 128 Bit memory channels, Parhelia had 2 128 Bit channels with huge buffers.) as well as in rendering level. (Parhelia was normal scanline renderer, while Bitboys chips were eDRAM tilers. (but not Deferred Renderer))
Bitboys Matrix AA and Matrix AA 2 had something common with Parhelia, but not much. afaik, Bitboys MAA did downsampling on phase where rendered tile was copied to backbuffer, so it is pretty much binded to eDRAM technology and the way how chips does the rendering in parts."Dippadai"
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