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- From: bm@cs.columbia.edu (Blair MacIntyre)
- Newsgroups: comp.graphics.api.opengl,alt.3d,comp.os.ms-windows.programmer.graphics,comp.cad.pro-engineer,comp.sys.ibm.pc.hardware.video,comp.graphics.animation,comp.os.ms-windows.nt.misc,comp.answers,alt.answers,news.answers
- Subject: PC 3D Graphics Accelerators FAQ (Part 1 of 2)
- Supersedes: <pc-3dgraphics-cards-1-830070482@cs.columbia.edu>
- Followup-To: comp.graphics.api.opengl
- Date: 7 May 1996 03:08:05 -0400
- Organization: Columbia University CS Department, Graphics and UI Lab
- Lines: 2148
- Sender: bm@news.cs.columbia.edu
- Approved: news-answers-request@MIT.EDU
- Distribution: world
- Expires: Mon, 10 June 1996 00:00:00 GMT
- Message-ID: <pc-3dgraphics-cards-1-831452882@cs.columbia.edu>
- Reply-To: bm@cs.columbia.edu (Blair MacIntyre)
- NNTP-Posting-Host: roadkill.cs.columbia.edu
- Summary: The FAQ is about 3D Graphics Accelerators for PC-compatible
- computers.
- X-Posting-Frequency: posted on the 7th and 21st of each month
- X-Content-Currency: This FAQ changes regularly. When a saved or printed copy
- is over 2 months old, please obtain a new one. Instructions at the
- beginning of Part 1 indicate where to find it via WWW, FTP, and e-mail.
- Xref: senator-bedfellow.mit.edu comp.graphics.api.opengl:4744 alt.3d:23383 comp.os.ms-windows.programmer.graphics:13612 comp.cad.pro-engineer:9338 comp.sys.ibm.pc.hardware.video:69890 comp.graphics.animation:34232 comp.os.ms-windows.nt.misc:127306 comp.answers:18589 alt.answers:17600 news.answers:71263
-
- Posted-By: auto-faq 3.1.1.2
- Archive-name: pc-hardware-faq/3dgraphics-cards/part1
-
- ----------------------------------------------------------------------------
-
- PC 3D Graphics Accelerators FAQ
-
- v 1.2
- 19 March 1996
-
- ----------------------------------------------------------------------------
- http://www.cs.columbia.edu/~bm/3dcards/3d-cards1.html
- http://www.cs.columbia.edu/~bm/3dcards/3d-cards2.html
- ftp://ftp.cs.columbia.edu/pub/bm/3d-cards.1
- ftp://ftp.cs.columbia.edu/pub/bm/3d-cards.2
-
- Changes and additions to bm@cs.columbia.edu
-
- This document provides a partial -- and not comprehensive -- list of 3D
- graphics accelerators for PCs. In particular, I am interested in PCI-based
- accelerators. You can help make it more comprehensive by sending me
- additional information and/or updates. This information is abstracted and
- condensed from the posts of many different contributors. No guarantees are
- made regarding its accuracy.
-
- The original motivation for this document came from a list of accelerators
- compiled by Chris Hinch, Management Information Systems, Dunedin City
- Council, PO Box 5045, Dunedin, New Zealand (chris@dcc.govt.nz)
-
- Here are some 3D accelerator related Web sites:
-
- * http://spider.compart.fi/~ttammi/3dcards.html
- "Web Page For 3D accelerator chipsets and graphics cards" by Tiitus Leo
- Tamminen
- * http://www.cowboy.net/~biff
- "Tommy's and Biff's 3D Accelerator Pages"
-
- If you have or know of a 3D accelerator related site, please email it to me.
-
- ----------------------------------------------------------------------------
-
- * Changes since version 1.2
- New entries:
- o CS12) 3DLabs GLINTdelta
- Changed entries:
- o GLINT08) Changed the chipset details.
- * Changes since version 1.1
- Changed entries:
- o B10) Changed contact info.
- * Changes since version 0.95
- New entries:
- o B11) Matrox Millenium
- o B12) APD Free Dimension
- o B13) Arcobel Imagine
- o B14) Synthetic Images Reality Blaster
- o B15) S3 ViRGE and ViRGE/VX
- o NVIDIA02) Jazz Multimedia 3D Magic
- o NVIDIA03) Genoa Stratos 3D
- o CS09) 3Dfx Voodoo
- o CS10) TriTech Pyramid3D TR25201
- o CS11) VideoLogic PowerVR
- Changed entries:
- o B06) Added GLZ1T and pixel fix rate.
- o GLINT08) fixed typo in polygon rate, added note that PCI version
- will probably support OpenGL and might be based on the Rendition
- Verite instead of the PERMEDIA.
- * Older changes at the end
-
- ----------------------------------------------------------------------------
- TODO:
-
- * organize the information a bit better, remove some extraneous or
- duplicate info.
- * answer some frequently asked questions
- * get more hard data comparing the boards, such as the output of the
- OpenGL viewperf program. If any manufacturers want to send me a demo
- unit, or donate one to our group, my address is above.
- * add more info, as people request and provide it!
-
- ----------------------------------------------------------------------------
-
- Contents of Part 1
-
- * Introduction
- * Disclaimer
- * Section I: Frequently Asked Questions
- o Q01) Are there any 3D graphics accelerators for PCs?
- o Q02) How does the performance of these cards compare to graphics
- workstations such as those produced by SGI, Sun, DEC, etc?
- * Section II: 3D Chipsets
- o CS01) 3DLabs GLINT 300SX
- o CS02) Lockheed Martin Real3D (not yet available)
- o CS03) S-MOS SPC1500 Geometry Processor
- o CS04) ARTIST Graphics 3GA Graphics Processor
- o CS05) NVidia/SGS-THOMSON NV1/STG-2000 Multimedia Accelerators
- o CS06) Rendition VΘritΘ
- o CS07) Chromatic Research Mpact
- o CS08) 3DLabs Permedia
- o CS09) 3Dfx Voodoo
- o CS10) TriTech Pyramid3D TR25201
- o CS11) VideoLogic PowerVR
- o CS12) 3DLabs GLINTdelta
- * Section III: Boards using Chips in Section II
- o GLINT01) Omnicomp 3DEMON
- o GLINT02) Fujitsu Sapphire 2SX
- o GLINT03) ELSA GLoria
- o GLINT04) Omnicomp 3Demon VR (was Media Labs Inc. 3DMedia)
- o GLINT05) SPEA FireGL
- o GLINT06) Force Inc. 3DE-300SX
- o GLINT07) Densan PCI-300SX
- o GLINT08) Creative Labs' 3D Blaster
- o GLINT09) Microstep AGC-3D
- o R3D01) Lockheed Martin R3D/100 (not yet available)
- o ARTIST01) ARTIST Graphics 2000 Series
- o NVIDIA01) Diamond Edge 3D Accelerators
- o NVIDIA02) Jazz Multimedia 3D Magic
- o NVIDIA03) Genoa Stratos 3D
-
- Contents of Part 2
-
- * Section V: Other boards
- o B01) AccelGraphics AG300 and AG500
- o B02) ISC PowerGL
- o B03) Evans & Sutherland Freedom
- o B04) Matrox Impression Plus
- o B05) Oki TrianGL
- o B06) Intergraph GLZ Series
- o B07) Division's VPX Image Generator and ProVision Systems
- o B08) Reality Simulation Systems Little Squirt
- o B09) Western Digital Tasmania 3D
- o B10) Dynamic Pictures V192
- o B11) Matrox Millenium
- o B12) APD Free Dimension
- o B13) Arcobel Imagine
- o B14) Synthetic Images Reality Blaster
- o B15) S3 ViRGE and ViRGE/VX
-
- ----------------------------------------------------------------------------
-
- Introduction
-
- The original motivation for compiling this list was to compare the features
- of various 3D graphics accelerators becoming available for microcomputers.
- In particular, I am interested in PCI-based cards which support OpenGL under
- Windows NT, Linux, Solaris x86 (none yet!), etc. and support stereo head
- mounted displays. (In fact, of the currently available boards, only one
- qualifies. See if you can figure out which one.)
-
- Information which falls in that category will obviously be more complete.
- Other information will be included if someone sends it to me, but I won't be
- actively researching it myself. As such, there is little or no information
- right now about 3D accelerators for high-end machines such as those produced
- by SGI, Sun, HP, DEC, etc, except as the ones listed may also work in those
- machines.
- ----------------------------------------------------------------------------
-
- Disclaimer
-
- I haven't seen or used many of these cards, and all figures are the
- manufacturers own, as near as I can verify. I am not promoting any one card
- or company over any other. Any anecdotes, speed comparisons, etc., that I
- collect will be included on a purely informational level. USE AT YOUR OWN
- RISK. Of course, I will not include anything I do not believe or know to be
- false.
-
- No representation is made as to the accuracy of these figures/technical
- specs. If you are going to buy/bet the farm/otherwise invest in one of these
- products, CONTACT THE MANUFACTURER first and make sure that what you want is
- what you'll get!!!
-
- CAVEAT EMPTOR!!!
-
- All trademarks etc are copyright of their respective owners etc. etc.
-
- Furthermore, many of these boards are not yet available, so you should find
- out delivery dates before getting your heart set on any given one.
- ----------------------------------------------------------------------------
-
- Section I: Frequently Asked Questions
-
- [return to index]
- ----------------------------------------------------------------------------
-
- Q01) Are there any 3D graphics accelerators for PCs?
-
- I'm glad you asked. There are quite a few, with more coming out all the
- time. See the rest of this document for more information.
-
- (Ok, it's a stupid question, but I needed something in the FAQ section)
-
- Q02) How does the performance of these cards compare to graphics
- workstations such as those produced by SGI, Sun, DEC, etc?
-
- This question is difficult to answer because there are so many factors
- affecting the overall 3D performance on a PC. Most importantly, while many
- of the boards listed below have impressive numbers in terms of maximum
- number of polygons/second, most only accelerate rendering. What this means
- is that you are still bounded by the speed at which your processor can
- transform a 3D data stream to a 2D perspective with lighting and material
- effects and then ship these numbers over the bus to the graphics card. So,
- the processor, processor speed, bus type and speed, software design, etc.,
- all effect the final throughput. Thus, a board may perform differently on
- two different machines that have the same "specs" (ie. 90Mhz Pentium, PCI
- bus) if the bus was designed differently, or if there are other cards on the
- bus taking up bandwidth.
-
- What is really needed is a set of comprehensive benchmarks that give some
- more realistic numbers about the various combinations of hardware. The NCGA
- (National Computer Graphics Association) GPC (Graphics Performance
- Committee) (comprised of the major vendors along with UNC and SDSC) is an
- organization primarily concerned with developing benchmark standards and
- performance characterizations for graphics hardware.
-
- Check out
- http://sunsite.unc.edu/gpc/gpc.html
-
- for information about the GPC activities.
-
- Unfortunately, the GPC Quarterly is about US$200/year, which is beyond my
- budget. Thus, to get their benchmark results, you'll have to talk to them.
- However, the benchmarking tool they use to measure OpenGL performance,
- called Viewperf, is available for free. From the README that comes with
- Viewperf:
-
- What is this Thing Called 'Viewperf'
- -----------------------------------
- Rob Putney, OPC Vice Chairman
- 4/21/95
-
- Viewperf is a portable OpenGL performance benchmark program
- written in C. It was developed by IBM. Viewperf provides a vast amount of
- flexibility in benchmarking OpenGL performance. At the current time,
- the program runs on most implementations of UNIX, Windows NT, and OS/2.
- The OpenGL Performance Characterization (OPC) Committee has endorsed
- Viewperf as its first OpenGL benchmark and results
- were first published using it in 4Q94 version of The GPC Quarterly.
-
- OPC member companies have ported the Viewperf code to their operating
- system and window environments. The OPC Committee maintains a single
- source code version of the Viewperf code that is available to the
- public.
-
- In future versions of this FAQ, performance measurements will be added in
- another section at the end. Stay tuned. If you have any measurements using
- Viewperf, please send them to me (bm@cs.columbia.edu)
-
- Viewperf can currently be obtained from
- ftp://net1.uspro.fairfax.va.us/pub/gpc/opc/viewperf/
-
- If that directory does not work, try looking on the OpenGL home page at
- http://www.sgi.com/Technology/openGL/opengl.html
- which should contain a pointer to ViewPerf.
-
- Q03) What are all the features, anyway?
-
- Many of the features discussed in the 3D graphics card brochures may not be
- meaningful to people not already familiar with 3D graphics. Z-buffering,
- quadratic texture mapping, gouraud shading, fog, etc., are new to many
- people. However, in the interest of time and space, I am not going to
- discuss them here. For a comprehensive introduction, refer to a 3D graphics
- textbook, such as "Computer Graphics: Principles and Practice" by Foley, van
- Dam, Feiner and Hughes.
- ----------------------------------------------------------------------------
-
- Section II: 3D Chipsets available now or in the near future.
-
- There are numerous 3D chipsets being worked on, but these 2 happen to be the
- ones I have detailed information both on the chips and on boards built using
- them. If I get more information on other chips, I will include them here.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS01) 3DLabs GLINT 300SX
-
- First, a comment about the GLINT 300SX chip, which I will make because it
- was not clear to me when I first read their specs. They mention texture
- mapping acceleration, but on the 300SX texture maps are held in host memory
- and per pixel information is sent to the chip which performs the necessary
- interpolations and applications. For the upcoming 300TX, the texture maps
- are held in local memory on the graphics card (the "localbuffer") and the
- host just sends per vertex information to the chip which performs all the
- texture mapping calculations.
-
- Information on the 300SX can be obtained from the 3DLabs home page at
- http://www.3Dlabs.com/
- or by sending email to info@3Dlabs.com.
-
- The technical specs below were copied directly from the page
- http://www.3Dlabs.com/300SXinf.html
-
- GLINT 300SX Overview
-
- The GLINT 300SX high performance graphics processor combines workstation
- class 3D graphics acceleration and state-of-the-art 2D performance in a
- single chip.
-
- GLINT is capable of processing 300,000 shaded, depth buffered and
- anti-aliased polygons/second. The chip provides complete 32-bit color, 2D
- and 3D acceleration, an on-chip PCI-compliant local bus interface and
- integrated LUT-DAC control, making a complete graphics subsystem possible
- with minimal chip count.
-
- All the rendering operations of OpenGL are accelerated by the GLINT 300SX,
- including Gouraud shading, depth buffering, anti-aliasing, alpha blending,
- and texture mapping.
-
- 3D ACCELERATION
-
- * 100% OpenGL compliant rendering operations in hardware
- * Point, line, rectangle and polygon primitives
- * Gouraud shading, depth buffering, anti-aliasing, dithering, depth
- cueing, texture map filtering and alpha blending
- * 2.5 Giga operations per second
- * 300K Gouraud shaded, depth buffered triangles/sec
-
- 2D AND GUI ACCELERATION
-
- * True color acceleration of window systems such as Win32 and X11
- * Accelerated bitBLT, line drawing, fills, text and window clipping
-
- SPECIAL FEATURES
-
- * 64-bit hyper-pipelined architecture
- * Vertex level interface
- * 112-bit pixel datapath to memory
- * High quality 16 and 8-bpp dithering of 24-bit graphics images
- * Fast frame and depth buffer clears
- * Shared framebuffer interface for easy multimedia integration
- * VRAM block fill and bit masking
- * Anti-aliasing for high quality images at 4x4 and 8x8 sub-pixel
- resolution
-
- DISPLAY MODES
-
- * Resolutions up to 2560x2048
- * 8, 16 or 32-bits per pixel RGBA and 4 or 8-bit color indexed
- * Packed 8, 16 and 32-bit pixels
- * Supports advanced modes: double buffering, stereo and overlays
-
- GLINT 300SX Graphics Architecture
-
- The GLINT 300SX delivers 3D and GUI rendering functionality to improve the
- performance and quality of graphics applications and APIs.
-
- * Gouraud shading
- * Depth buffering
- * Anti-aliasing
- * Dithering
- * Depth cueing and fog
- * Texture mapping
- * Scissor and stipple masking
- * Alpha blending
- * Logical Operations (e.g. XOR)
-
- The unique hyper-pipelined architecture and 112-bit memory datapath ensure
- that multiple rendering operations can be combined with no performance
- penalty - allowing a Gouraud shaded polygon to be processed just as fast
- when depth buffering, dithering and anti-aliasing are enabled.
-
- FRAMEBUFFER CONTROLLER
-
- The 64/32-bit framebuffer controller directly interfaces to VRAM or DRAM
- framebuffers and supports a wide range of pixel depths, resolutions and
- memory sizes - enabling systems to be tuned to meet specific
- price/performance targets.
-
- * 1-32 MBytes VRAM or DRAM
- * 8,16 or 32-bit RGBA color
- * 4 or 8-bit color indexed
- * 2, 4, 8 pixels per 64-bit word
- * 640x480 to 2560x2048
- * VRAM arbitrary shape block fill
- * VRAM bit masking
- * Framebuffer bypass mode
-
- LOCALBUFFER CONTROLLER
-
- The localbuffer holds optional off-screen information for each pixel
- including; depth (Z) values, stencil data, arbitrary window clip planes,
- plus a control field for fast window clearing. The format for each field is
- user defined, up to a maximum of 48 bits.
-
- * 0-48 MBytes DRAM
- * 0-48-bits wide
- Depth: 0, 16, 24, 32-bit
- Stencil: 0, 4, 8-bit
- Window clipping: 0, 4-bit
- Fast depth clear: 4, 8-bit
- * Localbuffer bypass mode
-
- INTEGRATED VIDEO TIMING
-
- An internal timing generator and VRAM transfer controller are incorporated
- into the GLINT 300SX processor. Advanced systems requiring overlays, stereo,
- interlace or very large framebuffers can be supported using an external
- timing generator.
-
- SHARED FRAMEBUFFER
-
- The GLINT 300SX's on-chip shared framebuffer interface is a fully integrated
- implementation of S3's interface, allowing GLINT to use video and multimedia
- co-processors, or for the GLINT to be used as a 3D coprocessor to an S3
- device.
-
- UPGRADE PATH
-
- The GLINT 300SX is the first of a family of GLINT graphics processors that
- are designed to meet the demands of the graphics designer. The GLINT300TX,
- is a second generation pin compatible processor that enhances the SX's
- texture capabilities - supporting local texture storage and pixel address
- generation for all OpenGL texturing modes.
-
- NOTICE: 3Dlabs reserves the right to change the above specifications without
- notice.
-
- From looking at the various boards, it appears that typical performance
- quotes are in the following range:
-
- * 3D Gouraud shaded, depth buffered, window clipped, stippled, dithered,
- and alpha tested rendering performance with 24-bit RGB color depth is
- the following:
- o 300K 25 pixel triangles/sec
- o 500K 10 pixel vectors/sec
- o 8M independent points/second
- o 500K 9x13 pixels characters/second
- * 2D Graphics performance
- o 1M 10 pixel vectors/sec
- o 500K 10x10 pixel, flat shaded rectangles/sec
- o 500K 9x13 pixels characters/second
- o Scroll Rate 48M pixels/second - 8 bits/pixel
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS02) Lockheed Martin Real3D
-
- Information on the Lockheed Martin Read3D chipset was obtained from their
- WWW server at the following URL:
- http://www.mmc.com/real3d/
-
- Check there for more information, or call 1-800-393-7730, or send email to
- real3d@mmc.com.
-
- The following is taken from a press release found at that site:
-
- The REAL3D(tm) chipset is based on real-time computer image generation
- technology that gives a combination of dynamic response and realism
- previously available only on dedicated graphics workstations and high end
- custom image generators.
-
- The first product will be the R3D/100 graphics accelerator. Key performance
- attributes of the new chip set include an embedded 100 MFLOPS geometry
- processor, pixel write rates of up to 33 million pixels per second, up to
- 750,000 polygons per second, line processing up to 1.5 million per second,
- and provides up to 192 color texture maps (128 x 128 mipmapped) in
- real-time.
-
- The new product is an outgrowth of Lockheed Martin's proprietary computer
- graphics technology previously used in high performance military simulation,
- engineering research and training applications first developed for astronaut
- training and military flight simulators.
-
- The chip set provides faster processing through its patented hardware design
- which incorporates geometry processing, rasterization and texture mapping.
- The R3D/100 embedded floating point geometry processor removes significant
- processing burden from the host CPU. The patented texture processor applies
- color mipmapped texture to polygons in true 3D corrected perspective.
-
- Designed as a true polygon processor with texture processing and scaleable
- texture memory from the outset, the R3D/100 chip set includes dedicated
- hardware acceleration of mipmapped texturing that provides continuous high
- fidelity image quality. This chip set simulates spotlights, fog and
- realistic curved surfaces. Additionally, improved image quality is provided
- with multi-pass anti-aliasing.
-
- The R3D/100 chip set directly interfaces with Microsoft 3D/DDI and supports
- all 3D/DDI-compliant APIs, such as OpenGL(tm) and comes with device driver
- software and a device driver kit.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS03) S-MOS SPC1500 3D Graphics Geometry Processor
-
- S-MOS Systems is offering the industry's first commercially available single
- chip 3D geometry accelerator for the PC marketplace.
-
- The SPC1500 will work together with any 3D rendering processors to
- accelerate 3D graphics up to 300K+ lighted triangles per second.
-
- Why is geometry processing acceleration important?
- Rendering processors alone, even on Pentium class machines, can not deliver
- true workstation class performance. This is because even the fastest CPUs
- today are quickly overcome by the amount of algorithmic processing necessary
- to transform a 3D data stream to a 2D perspective with lighting and material
- effects.
-
- The SPC1500 integrates a 150Mflop dual floating point engine, an on-chip DMA
- processor, on-chip ROM to store the algorithm instruction set, and an
- on-chip RAM cache to store customer instructions in a single 223 pin PGA
- package.
-
- Easy integration
- S-MOS Systems provides a complete design package for the system integrator
- and board vendor.....
-
- PCI Reference Designs
- S-MOS Systems provides reference designs and evaluation kits showing the
- capabilities of the SPC1500 running OpenGL on the WindowsNT platform. Full
- technical manuals, electronic gerber files, and applications notes are
- available.
-
- WindowsNT and OS/2 Support
- S-MOS Systems provides OpenGL compliant software and system utilities for
- the WindowsNT platform. This software supports any rendering board (2D or
- 3D) that supports 3D DDI. It will also supports direct data transfer to the
- leading 3D rendering board vendors.
-
- MacOS Support
- S-MOS Systems will will support software drivers and system utilities for
- Quickdraw3D.
-
- An Acrobat version of the SPC1500 Datasheet is available via their page at
- http://www.smos.com/standard/spc1500.htm
-
- For more information contact Giri Venkat, Product Marketing Engineer, S-MOS
- Systems (E-Mail: venkat@smos.com).
- ----------------------------------------------------------------------------
-
- CS04) ARTIST Graphics 3GA Graphics Processor
-
- The 3GA is a 2D and 3D graphics coprocessor with a fast VGA core which means
- that boards designed around the 3GA will not only run the next generation of
- software, but will run the software programs of today faster than ever
- before. Bus support for PCI, ISA, and MicroChannel means that the 3GA is one
- of the most flexible graphics chips available, as well as the most powerful.
-
- The 3GA's features include built-in Windows acceleration, 2D and 3D lines,
- flat-shading, Gouraud-shading, and texture-mapping. Initial benchmarks show
- that the 3GA is significantly faster than the S3 968 Windows accelerator.
-
- Technical information about the chip design is also available, and if you
- have Acrobat, you can view the full 24 page datasheet.
-
- Information on the 3GA can be obtained from the ARTIST Graphics home page at
-
- http://artgraphics.com/
-
- The technical specs below were copied directly from that page.
-
- Features
-
- High performance 3D graphics processor
-
- * 16 bit Z-buffer for automatic hidden surface removal
- * Secondary 16 bit Z-buffer for arbitrary frontal Z clipping
- * Gouraud shading for realistic 3D rendering
- * Dithering for superior shading at 8 and 16 bits per pixel
- * Texture mapping to map 2D textures onto 3D surfaces
- * Six arithmetic raster operations (Add, Add with Saturation, Sub, Sub
- with Saturation, Min, Max)
-
- Powerful 2D GUI accelerator
-
- * Accelerated drawing at 8, 16, 24 and 32 bits per pixel
- * 256 Microsoft Windows raster operations in hardware
- * Color expanding BitBLTs provide extremely fast text
- * On-chip 8 x 8 color expanding pattern
- * Variable sized color pattern up to 64 x 64 pixels
- * Rectangular and arbitrary region clipping
- * Multicolored "styled" lines and polylines
- * Eight stencil modes
-
- Display controller
-
- * VRAM based display controller for maximum performance
- * Supports displays up to 2048 x 2048 pixels
- * Refresh rates up to 90Hz at 1600 x 1200 resolution
- * VESA DPMS support for green applications
-
- Video interface
-
- * Shared frame buffer interface for multimedia
- * Supports S3 Vision/VA full video with a shared frame buffer
-
- Flexible local memory
-
- * 64 bit wide memory bus
- * VRAM block write support
- * Supports 1 to 4 megabytes VRAM display memory
- * Supports 0 to 8 megabytes of off screen DRAM for Z-buffers, fonts, etc.
-
- Single chip accelerator
-
- * On-chip 32 bit VGA for fast DOS performance
- * Support for Microsoft Plug & Play ISA specification
- * Interfaces directly to VESA VL-Bus and PCI with no glue logic
- * Interfaces to ISA bus with two 74F245 buffers
- * 128 byte host FIFO for passing data and commands
- * 240 pin plastic quad flat pack
- * 50 MHz clock frequency
-
- Software drivers
-
- * Windows 3.1, Windows NT, Windows '95, OS/2 2.1 and OS/2 Warp
- * AutoCAD
- * Hoops
- * OpenGL
- * 3D APIs: Argonaut BRender, Criterion Software RenderWare, Rendermorphic
- Reality Lab, Inter 3DR
-
- System Overview
-
- A graphics system designed around the 3GA graphics accelerator requires only
- VRAM, a video DAC, clock generator, and a small number of external buffers.
- The 3GA graphics accelerator supports a 64 bit wide data path to its local
- memory array and contains interfaces to an external clock generator, DAC,
- and ROM BIOS.
-
- Performance
-
- Estimated performance, based on 8 bits per pixel, 10 pixel lines, 50 pixel
- triangles, 90 MHz Pentium CPU, PCI bus.
-
- 2D lines........................................1,600,000 lines/second
- 3D lines (shades, Z-buffered).....................280,000 lines/second
- 2D texture mapped triangles........................75,000 triangles/second
- 3D texture mapped triangles (Z-buffered)...........65,000 triangles/second
- 3D Gouraud shaded triangles (Z-buffered)..........110,000 triangles/second
- Screen-to-screen BitBLTs.......................80,000,000 pixels/second
- Memory-to-screen BitBLTs (color expanding)....245,000,000 pixels/second
- Fill rate...................................1,100,000,000 pixels/second
-
- CONTACT INFORMATION:
-
- You can contact the ARTIST Sales Team on the Web, or by phone at:
-
- Tel: (800) 627 8478
- (612) 631 7800
- Fax: (612) 631 7802
-
- or by sending email to sales@artgraphics.com
-
- COMMENTS:
- There is OpenGL support under NT.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS05) NVidia/SGS-THOMSON NV1/STG-2000 Multimedia Accelerators
-
- The information I currently have is from the press releases on the NVIDIA
- Home page at
- http://www.nvidia.com/
-
- NVIDIA Corporation and SGS-THOMSON, today announced the introduction of the
- NV1 and STG2000 Multimedia Accelerators. The first complete multimedia
- accelerators, the NV1 and STG2000 represent the culmination of a strategic
- partnership that began over a year ago. The technology will deliver powerful
- multimedia capabilities exceeding that of next generation game consoles,
- while preserving the versatility of the personal computer. Available now,
- they are single-chip Multimedia Accelerators that delivers the power of
- real-time photorealistic 3D graphics, full-motion video and special effects,
- and concurrent high-fidelity audio for interactive multimedia.
-
- They feature stunning 3D graphics capabilities with texture-mapping,
- lighting effects, and a special feature called video texturing. This unique
- feature allows developers to texture a 3D object with full- motion video,
- creating new levels of realism never before possible in a PC application. In
- addition, they deliver concurrent high-fidelity wave-table audio,
- full-motion video acceleration, world-class GUI acceleration, enhanced
- digital game port, and an internal synchronization timer for multimedia.
-
- Market coverage will be provided by two versions of the multimedia
- accelerator. NVIDIA will market and sell the NV1 (VRAM version) while
- SGS-THOMSON will market and sell the STG2000 (DRAM version). Both products
- are available with PCI and VL bus interfaces. The NV1 or STG2000 allow
- leading-edge adapter card and PC OEMs to offer a multimedia sub-system with
- dazzling 3D, wave-table audio, GUI acceleration, enhanced game port
- performance, and video acceleration -- on a single-card with a street price
- of around $200.
-
- Information Contacts:
-
- Bruce Brough, PR Contact
- NVIDIA Corporation
- Tel : (408) 438-0204
- Fax : (408) 438-0204
-
- J.P. Rossomme, PR Contact
- SGS-THOMSON
- Tel : (617)259-2534
- Fax : (617)259-9423
-
- COMMENTS:
- There are no current plans to do an NT driver, or OpenGL, although some
- third parties have expressed interest. They don't think consumers will be
- running applications on OpenGL or NT. The chips does not support texture
- memory. They do forward texture mapping: specify the control points (4 for
- bilinear, 9 for quadratic surface), specify the subdivision of the texture,
- then write texels. As you write each texel the chip computes its location
- on-screen, optionally computes a blend value for it, and it shows up
- on-screen.
-
- I'm not sure, but it doesn't not appear to have a Z-buffer, either.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS06) Rendition VΘritΘ
-
- The information I currently have is from the Rendition home page at
- http://www.rendition.com/
-
- Rendition's first product, the VΘritΘ(tm), is a single chip 3D graphics
- engine, GUI accelerator, digital video accelerator and VGA engine for the
- personal computer market designed for add-in graphics cards and OEM
- motherboard implementation.
-
- Advanced Rendering Features
- The VΘritΘ(tm) supports texture mapping with correct perspective, bilinear
- filtering, z-buffering, alpha blending, fog, and other advanced rendering
- features. These features will enable game developers to deliver the most
- engaging, realistic interactive entertainment to date.
-
- Sustainable High Performance
- Design decisions were made with input of many game developers to ensure a
- real performance advantage.
-
- Embedded RISC Core
- The VΘritΘ(tm) employs a unique architecture, which combines a fully
- programmable RISC core with a hard-wired pixel pipeline.
-
- Optimized Memory Controller
- In the cost-sensitive markets which Rendition will compete, it is imperative
- to focus on total solution cost for the OEM customer. It uses low cost EDO
- DRAM.
-
- Support for Two Dimensional GUI and Multimedia Acceleration
- The VΘritΘ(tm) also provides conventional Windows acceleration, and
- incorporates all control logic required for a standard graphics card. For
- acceleration of digital video playback, e.g. MPEG and Indeo, the VΘritΘ(tm)
- provides YUV-to-RGB color space conversion and image scaling with bilinear
- interpolation for smooth full-screen full-motion video playback.
-
- VGA Compatibility
- All of this advanced functionality will be of little value if users cannot
- run their older applications. For this reason, Rendition has incorporated a
- VGA-compatible core into the VΘritΘ(tm).
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS07) Chromatic Research Mpact
-
- The information I currently have is from the Mpact home page at
- http://www.mpact.com/
-
- The Mpact media engine offers the complete multimedia solution for your PC.
- For more information, go to their home page for complete technical specs and
- white papers.
-
- * Vector processor optimized for video, graphics, audio and
- communications processing
- * VLIW architecture with single instruction multiple data (SIMD)
- * High performance (up to 2 billion operations/sec) for concurrent
- multimedia functions
- * PCI host interface with bus mastering capabilities
- * Interfaces to popular RAMDACs, video decoders and encoders, and audio
- and modem codecs
- * Interfaces to Rambus RDRAM; optimized for full operation with 2MB to
- 4MB
- * Loadable Mpact mediaware modules enable functions such as:
- o Video playback processing with color space conversion, scaling/
- interpolation, overlay and compositing
- o MPEG-1 and MPEG-2 video, audio and system decoding
- o Real-time MPEG-1 video, audio and system encoding
- o JPEG encoding and decoding
- o Windows GUI acceleration (of all 256 ROPS)
- o Graphics output supporting display modes up to 1280 x 1024 x 18bpp
- at 75Hz
- o 3D graphics rendering with full shading, lighting, texture mapping
- and anti-aliasing support
- o Industry-standard sound card compatible audio (including FM
- synthesis and general MIDI)
- o Dolby AC-3 and MPEG audio; wavetable audio synthesis and waveguide
- physical modeling audio synthesis; 3D sound and effects
- o Modem and FAX communications up to 28,800 baud with telephony
- features such as speakerphone and simultaneous voice and data
- communications
- o H.320 and H.324 video conferencing
- * Optimized real-time multitasking kernel executes multiple Mpact
- mediaware modules concurrently
-
- Contact Information:
- Chromatic Research, Inc.
- 800A East Middlefield Road
- Mountain View, CA 94043-4030
- 415-254-1600
- email: info@mpact.com
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS08) 3DLabs Permedia
-
- The information I currently have is from the 3DLabs home page at
- http://www.3dlabs.com/
-
- See section CS01 (3DLabs GLINT 300SX) for more pointers to 3DLabs.
-
- PERMEDIA is a high performance graphics processor that balances high quality
- 3D texturing and graphics performance with leading edge Windows, Video and
- SVGA acceleration. Based on a proven low-cost and scaleable architecture,
- PERMEDIA pervasive 3D and multimedia applications, including: games,
- animation, authoring, web browsing, design, visualization, publishing and
- general multimedia applications.
-
- PERMEDIA sets the standard for 3D and multimedia acceleration, making it the
- ideal solution to meet the increasingly pervasive need for balanced 3D and
- multimedia acceleration - and all in a single, low cost PCI device.
-
- Pervasive 3D & Multimedia Features
-
- * 25M pixels/sec - textured, bilinear filtered with perspective
- * 500K polygons/sec - textured, bilinear filtered with perspective
- * Balanced 3D feature set
- * Ideal for games and pervasive 3D
- o High quality texture mapping
- o Smooth and Flat shading
- o Optional Z-buffer
- o Fog and depth cueing
- o Polygon based with sprites
- * Standard setting Windows acceleration
- * Accelerated video playback
- * Fast on-chip SVGA
- * Optimized software drivers
- * Register level interface
- * Low-cost PCI design
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS09) 3Dfx Voodoo
-
- The information in this section was taken from various press releases about
- the Voodoo Graphics chipset. I have no contact information for 3Dfx, and no
- email to 3dfx.com has yielded a response.
-
- 3Dfx Interactive, Inc. has released information on Voodoo GraphicsÖ, a 3D
- graphics accelerator specifically designed for 3D entertainment applications
- in the coin-operated/arcade and home consumer markets. Designed to enable a
- new class of realistic and highly interactive 3D games, Voodoo Graphics
- offers expanded capabilities above and beyond the basic 3D functionality
- that will be found in commodity Windows and multimedia accelerators. Major
- consumer and coin-op OEMs and developers have announced support for the
- chipset.
-
- 3Dfx Interactive has announced that Orchid Technology and FMI Graphics
- Products, a business unit of Fujitsu Microelectronics, Inc. have signed OEM
- agreements to develop consumer 3D game boards based on Voodoo Graphics.
-
- In addition to elementary 3D functionality, including perspective correct
- polygons with point sampled texture mapping, Z- and double-buffering,
- Gouraud shading capabilities and standard VGA resolution, 3Dfx Interactive
- has also included level-of-detail (LOD) MIP mapping, bi-linear and advanced
- filtering and SVGA resolution support. In addition, the chipset delivers
- realistic imagery through sub-pixel correction, alpha blending, and
- anti-aliasing. Most importantly however, unlike other multimedia
- accelerators that suffer significant performance degradation when available
- 3D features are used, Voodoo Graphics was designed to simultaneously offer
- all of these features at real-time frame rates.
-
- Voodoo Graphics also support per-pixel effects such as fog, translucency,
- and transparency, texture compositing, a variety of lighting techniques,
- texture morphing, animated textures, and reflection mapping.
-
- The Voodoo Graphics chipset supports full screen games under popular PC
- operating systems including Microsoft Windows 95, MS DOS, and Microsoft
- Windows 3.1 using 3D APIs including Microsoft's Direct3D, DirectDraw,
- 3D-DDI, and Reality Lab 2.0, as well as Intel's 3DR. The chipset also
- supports embedded operating systems for coin-op/arcade platforms.
- Development environments supported by the chipset include MS DOS, WindowsNT,
- Windows95, and Silicon Graphics' IRIX. Important development tools and APIs
- supported by Voodoo Graphics include Silicon Graphics' IRIS GL and OpenGL,
- AutoDesk's 3D Studio, MultiGen's GameGen, and Gemini Technology's OpenGVS.
-
- Packaged in a two-chip set, the Voodoo Graphics architecture is a PCI Bus
- 2.1 compliant device that operates transparently with existing VGA and
- Windows accelerators via analog pass through or shared frame buffer
- implementations on Intel or RISC-based PCI platforms. The Voodoo Graphics
- chipset is priced at less than $75 in 20,000 piece quantities. On
- perspective correct, texture mapped, Z-buffered, filtered, LOD MIP mapped,
- fogged, alpha blended, 50-pixel triangles Voodoo Graphics delivers more than
- 45 megapixels per second fill rate and over 350,000 triangles per second
- polygon rates on a Pentium 90. The first chip, pixelfx, is the primary
- graphics controller and contains interfaces to the PCI bus and companion
- texture processing unit, texelfx. The 3Dfx Interactive pixelfx graphics
- controller is packaged in a 240-pin PQFP. texelfx, the advanced texture
- processing unit, is packaged in a 208-pin PQFP.
-
- For more information, contact:
- 3Dfx Interactive, Inc.
- 415-934-2400
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS10) TriTech Pyramid3D TR25201
-
- The information in the section was taken from the TriTech Microelectronics
- International homepage at
- http://www.tritech-sg.com/
-
- The Pyramid3D family of 3D accelerator devices is designed for acceleration
- of games, 3D applications and user interfaces. It offers full compatibility
- with the new 3D standards (including Direct3D for Windows 95) and old
- applications (built-in VGA support). In addition, Pyramid3D delivers the
- performance you would expect from a serious 3D solution. It can render 800
- 000 z-buffered, textured, and Gouraud shaded 25 pixel triangles per second.
- In addition to speed, the architecture also provides a wide range of
- features, some of which have never been implemented in hardware before.
-
- Pyramid3D Highlights:
-
- * Unified memory architecture for efficient memory utilization
- * Low host overhead because geometry can be stored in local memory
- * Perspective correction for both texture and true-color shading
- * Complex shading effects including bump mapping and specular lighting
- * Multiple simultaneous lighted textures with filtering
- * Object oriented scene storage in local memory
- * Programmable geometry engine
- * Programmable pixel pipeline
-
- The family currently consists of TR25201 and TR25202. They are similar
- except that only the TR25201 version contains the geometry engine. Both are
- highly integrated single chip solutions for 3D graphics acceleration on the
- PC. They combine high rendering quality and speed with an architecture that
- makes building PCI based 3D Accelerator boards both easy and cost-effective.
-
- Geometry
-
- * Fixed point arithmetic optimized for 3D calculations
- * Upgradable microcode allows feature upgrades
- * Scene data can be stored in local memory
- * Scene data format programmable
- * Triangles, lines and 2D regions supported
- * Primitive rotation, projection and clipping supported
- * Programmable lighting modes with support for colored lights
- * Programmable atmospheric effects including volumetric fog
-
- Rendering
-
- * Programmable pixel pipeline
- * User specifiable blending
- * Perspective correct true-color Gouraud lighting
- * Perspective correct transparency
- * Perspective correct texture mapping
- * Multiple simultaneous textures
- * Environment mapping
- * Bump mapping
- * Stencil operations
- * Logic operations
- * Specular highlights
- * Properly handled lighted textures
- * Rasterized screen door transparency
- * Destination blending for transparency effects
- * Fog and depth cue with vertex level control
-
- Textures
-
- * Texture magnification filtering with point sampling or bilinear
- filtering
- * Texture minification filtering with point sampling or MIP mapping
- * Trilinear filtering possible
- * Texture sizes from 32x32 pixels to 1024x1024 pixels (nonrectangular
- supported)
- * Amount of texture maps limited only by available memory
- * Texture can be looped, mirrored or have a solid color border
- * RGB map formats: 32 bit RGBA and 16 bit RGB and 16 bit RGBA
- * Indexed map formats: 8 bit and 4 bit
- * Indexed maps have an internal 256 color 32-bit palette (RGBA)
- * Full blending and filtering possible with indexed maps
- * Real time texture paging and animation
- * Rendering directly to texture maps possible
-
- Memory
-
- * 2-32 Mbytes of SDRAM, SGRAM or EDO DRAM supported
- * Memory bus width 64 bits or 32 bits
- * Memory bandwidth up to 800 MBytes/sec with 64 bit bus
- * Unified memory architecture for frame buffer, geometry and textures
-
- Framebuffer
-
- * Virtual resolutions up to 2048 x 2048 pixels
- * 24 bit or 16 bit color (dithering supported)
- * 24 bit or 16 bit depth buffer
- * 1 bit stencil mask
- * Frame buffer can be accessed in RGB or YUV format.
- * Support for double and triple buffering and stereo imaging
-
- Video refresh
-
- * Display resolutions from 320 x 200 to 1600 x 1200 pixels
- * Internal video refresh logic
- * Internal programmable clock generator (up to 135MHz)
- * Internal true-color DAC (up to 135MHz pixel clock)
-
- Physical Characteristics
-
- * 304-pin BGA packaging
- * 100 MHz operation
- * I/O interface at 3.3V
-
- Compatibility
-
- * Compatible VGA core
- * Drivers for Microsoft Windows 95
- * Drivers for DirectDraw and Direct3D (both immediate and retained modes)
-
- Performance
-
- * 1 000 000 randomly rotated Gouraud shaded 25 pixel triangles per second
- * 800 000 randomly rotated textured Gouraud shaded 25 pixel triangles per
- second
- * Pixel fill rate 50 000 000 pixels per second
-
- Pyramid3D engineering samples will be available in summer 1996. Developer
- kits will be made available along with the engineering samples.
-
- For more information, contact:
- Kok Chin Chang, Product Manager Graphics Prodcuts, kcchang@tmi.com.sg.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS11) VideoLogic PowerVR
-
- This information was taken from VideoLogic's home page at
- http://www.videologic.com/
-
- PowerVR was developed jointly by VideoLogic and NEC. The system is fully
- scalable, allowing multiple chips to be ganged together giving a linear
- increase in speed as chips are added. It can be used in a wide range of 3D
- applications and entertainment markets from games consoles, through PCs,
- right up to high-end arcade machines. This also allows content producers to
- target a range of different platforms without redesigning their titles.
-
- PowerVRÆs core 3D rendering algorithm is infinite plane (surface) based.
- This approach allows the system to efficiently cater for polygons, polygon
- meshes, infinite planes, and convex objects. Its polygon object rendering
- allows the use of conventional, industry-standard APIs such as MicrosoftÆs«
- Direct3DÖ, and the ability to directly process infinite planes and convex
- objects allows PowerVR to provide advanced features such as full shadows and
- searchlights in real-time. In addition to support for industry-standard
- APIs, PowerVR has its own high-level object oriented API, called PowerVR
- SGL, that provides full access to all the capabilities of the PowerVR
- hardware.
-
- * Real shadows can be cast from any object over any surface, and updated
- every frame
- * PowerVRÆs equivalent 32-bit Z buffer makes solid outdoor objects a
- reality
- * Pixel perfect hidden surface removal
- * Anti-aliased textures using PowerVRÆs mip mapping stops shimmering
- * Perspective-correct textures do not bend because PowerVR performs a
- division per pixel
- * Smooth shading does not change when rotated
- * Translucency can be applied to whole objects, polygons, or individual
- pixels for effects like dirty glass, fire, water, and even simulated
- lens flare and radiosity
- * True logarithmic colored fog calculated per pixel
-
- The chipsets used in the PowerVR are the NEC ISP (Image Synthesis
- Processor), TSP (Texture and Shading Processor) and MC (Memory Controller).
- A single chip version, the PCX1 (PC Processor), has one ISP and one TSP on a
- single chip, and is designed for low cost home markets.
-
- Performance
-
- * Average polygon size: 100-1000 pixels
- * Low cost design - 257K mip mapped textured, smooth shaded
- triangles/second (one ISP or PCX1)
- * Arcade design - 1028K mip mapped textured, smooth shaded
- triangles/second (four ISPs)
-
- NEC ISP: Image Synthesis Processor
-
- * 66 MHz processor
- * 32 processor elements
- * 32-bit depth precision
- * On-chip hidden-surface removal (no need for Z buffer memory)
- * 12k parameter cache for tile caching
- * Expansion bus for multiple ISPs
- * 0 to 2 MB external parameter cache
- * True shadow generation
- * Per pixel fogging
-
- NEC TSP: Texture & Shading Processor
-
- * 66 MHz processor
- * Perspective correct texturing (division per pixel)
- * Anti-aliased texture mapping (linear Mip mapping)
- * 32 x 32 to 256 x 256 texture bitmap sizes
- * 4 to 16 MB texture memory
- * Texture flipping (horizontal and/or vertical)
- * Texture formats:
- o 8-bit (2,3,2) RGB
- o 16-bit (5,5,5) RGB
- o 16-bit (4,4,4,4) RGBT
- * Optimized architecture for low page break overhead
- * 4 KB internal parameter cache
- * 264 MB/sec peak texture memory bandwidth
- * Smooth shading
- * Smooth full shadows
- * Flat shading with offset highlight
- * 24-bit mixing of texture, lighting and shading
- * Exponential fogging - with programmable fog color
- * Accumulation buffer - allows multiple layers of translucency
- * Translucent textures - 16 levels per pixel
- * Global translucency allows objects to fade - 16 levels
- * 2D overlay: 4/8 bit packed double buffered
- * 2D scrolling
- * 3D data: 16/24 bit packed double buffered 1 to 4 MB frame buffer
- * Programmable SPG with sync master/slave (allows overlay)
- * 1024 x 1024 maximum resolution
- * 24/16 bit RGB modes
-
- NEC MC: Memory Controller
-
- * Support for 4300, 4400 and the latest MIPS CPUs
- * SDRAM interface at 66 MHz
- * System Control (SC) Bus interface at 66 MHz
- * Master or Slave device
-
- NEC PCX1: PC Processor
-
- * 66 MHz processor incorporating ISP and TSP function
- * 32 processing elements in ISP module
- * On-chip 12K ISP and 4K TSP parameter caches
- * Single SDRAM external interface for texture and parameter caching
- * PCI 2.1 interface
- * True shadow generation and per pixel fogging
- * Perspective-correct texturing and anti-aliased textures
- * 32 x 32 to 256 x 256 texture bitmap sizes
- * 1 to 4 MB texture memory
- * Texture formats:
- o 8-bit (2,3,2) RGB
- o 16-bit (5,5,5) RGB
- o 16-bit (4,4,4,4) RGBT
- * 264 MB/sec peak texture memory bandwidth
- * Smooth shading
- * Flat shading with offset highlights
- * 24-bit mixing of texture, lighting, and shading
- * Exponential fogging - with programmable fog color
- * Accumulation buffer - to allow multiple layers of translucency
- * Translucent textures - 16 levels per pixel
- * Global translucency allows objects to fade - 16 levels
- * 24/16 bit RGB and 16 bit dithered RGB modes
-
- Software
-
- * Microsoft Direct3D Support, PowerVR SGL 3D Graphics API and Library
- * Immediate mode and Retained mode, Display list hiearchy,Object
- instancing
- * Features include: collision detection; level-of-detail management; full
- shadows; and lighting
-
- For more information, contact:
- NEC Electronics Literature Hotline
- (800) 366 9782 phone
- (800) 729 9288 fax
-
- Press Contacts in the USA
-
- Lili McGirr, VideoLogic, 415 875 0606, lili@videologic.com.
-
- Joany Winkler, NEC Electronics Inc., (415) 965 6495, jwinkler@el.nec.com.
-
- Press Contacts in the UK
-
- Patrick Jubb, VideoLogic, 01923 260 511, patrick@videologic.com.
-
- Sue Walder, NEC Electronic UK Ltd, 01908 837 238, walders@euk.nec.co.uk.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- Section III: Boards using Chips in Section II
-
- The descriptions of the boards in this section will attempt to give
- information not common to all boards based on the chips in Section II.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- CS12) 3DLabs GLINTdelta
-
- The information in this section was taken from a press release provided by
- Dave Baldwin (dave_baldwin@3dlabs.com.)
-
- The GLINT Delta is 3DLabs 3D Geometry Pipeline Processor. It accelerates
- GLINT or PERMEDIA-based Graphics Boards up to three times by off-loading up
- to 70% of the 3D geometry processing load into a hard-wired 100MFlop
- processor that delivers 1 Million polygons/second for under $50.
-
- 3DLabs claims that when used on a high-performance PC, using a Pentium Pro
- processor, GLINT Delta-based designs have been measured to deliver over 750K
- polygons per second via OpenGL. For intensive 3D graphics applications,
- GLINT Delta significantly improves overall system performance by freeing the
- CPU from demanding 3D pipeline calculations -- providing more processor time
- for application level processing.
-
- The Delta is implemented as a PCI bridge with full PCI master capability. It
- acts as a front-end processor to GLINT or PERMEDIA and processes the setup
- calculations for 3D primitives such as lines and polygons. GLINT Delta's
- advanced design includes support for texture-mapping, anti-aliasing and 16,
- 24 or 32 bit Z buffering - all with high-precision, sub-pixel accuracy.
- GLINT Delta's processing throughput is up to 1 million texture-mapped,
- Z-buffered polygons per second. GLINT Delta supports full byte-swapping and
- is compatible with PC or Macintosh systems.
-
- GLINT Delta provides a glueless, single-chip geometry solution for GLINT
- 300SX or PERMEDIA. GLINT Delta also supports multiple GLINT rendering
- processors -- also without glue logic -- for high-end desktop, arcade and VR
- applications seeking unmatched rendering performance. The combination of
- GLINT Delta and two GLINT rendering processors enables board vendors to
- provide dual- GLINT 3D acceleration on a single PCI board, seamlessly
- combined with full Windows performance and functionality.
-
- PERMEDIA does not require GLINT Delta to provide class-leading performance,
- however the ability to combine the two devices in a low-cost designs enables
- board vendors to provide a wide-range of price/performance options at
- performance levels far beyond other 3D chip offerings.
-
- GLINT Delta is software compatible with the GLINT and PERMEDIA families, and
- 3Dlabs' extensive range of software drivers is already available for GLINT
- Delta-based boards. These drivers include: Windows NT, Windows 95, OpenGL on
- Windows NT, OpenGL on Windows 95, Heidi from Autodesk, Direct3D from
- Microsoft, CGL from Creative and QuickDraw 3D and QuickDraw 3D RAVE from
- Apple. The drivers for Windows NT and OpenGL are available on Intel, Alpha,
- MIPS and PowerPC processors.
-
- Contact Info
- 3Dlabs Inc.
- Neil Trevett,
- 408/436-3456
- neil.trevett@3dlabs.com
- http://www.3dlabs.com
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT01) Omnicomp 3DEMON
-
- FROM THE SPEC SHEET:
-
- 3DEMON 3-D Graphics Accelerator for PCI Local Bus Technical Brief
-
- The 3DEMON provides workstation class 3-D graphics and high performance 2-D
- acceleration using the GLINT (tm) 300SX 3-D processor from 3Dlabs.
-
- Frame buffer:
-
- * 4 Mbyte high speed VRAM
- * 8,12,16, and 24/32 bits per pixel
-
- Local buffer:
-
- * 4 or 8 Mbyte DRAM
-
- 3DEMON Model SX44
-
- * 4 MByte frame buffer, 4 MByte local buffer
- * Double Buffered Resolutions
- 800x600 24/32-bit (3-D)
- 1024x768 16-bit (3-D)
- * Single Buffered Resolutions
- 1024x768 24/32-bit (3-D)
- 1280x1024 16-bit (2-D)
-
- 3DEMON Model SX48
-
- * 4 MByte frame buffer, 8 MByte local buffer
- * Double Buffered Resolutions
- 800x600 24/32-bit (3-D)
- 1024x768 16-bit (3-D)
- 1280x1024 8-bit (3-D)
- * Single Buffered Resolutions
- 1024x768 24/32-bit (3-D)
- 1280x1024 16-bit (3-D)
-
- Software Compatibility
-
- * Microsoft's implementation of OpenGL under Windows NT (tm) 3.5 and
- Windows 95 (tm) (included)
- * 2-D drivers for Microsoft Windows 3.x, Windows 95, and Windows NT 3.5
- (included)
- * HOOPS, 3DR, and other industry standard 3-D APIs
- * Reality Lab, RenderWare, BRender, and other 3-D games APIs
- * Accelerated-X drivers for The X-Window System by X-Inside
- * Specific applications such as AutoCAD, Microstation, CadKey, and 3D
- Studio
-
- Hardware Compatibility
-
- * Minimum OpenGL platform of Pentium processor, Windows NT 3.5, and 32MB
- RAM recommended
- * Windows NT 3.5 support for PowerPC and MIPS processors is under
- development
-
- CONTACT INFORMATION:
-
- Steve Gillaspy
- Omnicomp Graphics Corp.
- 1734 W. Sam Houston Pkwy N.
- Houston, TX. 77043
- Phone: 713-464-2990
- Fax: 713-827-7540
- email: omnicmp@phoenix.phoenix.net
-
- COMMENTS: From Chris Hinch (chris@dcc.govt.nz):
-
- These guys are brilliant - they are responsive, and have been
- really helpful in my own research, often pointing me in the
- direction of other people and companies who can help, as well as
- showing a solid technical understanding of my requirements and
- making recommendations based on that understanding.
-
- Here's some pricing information, as of Thursday, 30 March 1995.
-
- 3DEMON SX44 (4MB VRAM, 4MB DRAM)
- -------------------------------
- List US$2,170
- Educational US$1,995
- Quantity 1-9 US$1,845
- Quantity 10-24 US$1,715
- Quantity 25-99 US$1,605
-
- 3DEMON SX48 (4MB VRAM, 8MB DRAM)
- -------------------------------
- List US$2,590
- Educational US$2,380
- Quantity 1-9 US$2,200
- Quantity 10-24 US$2,045
- Quantity 25-99 US$1,915
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT02) Fujitsu Sapphire 2SX
-
- The Sapphire 2SX from Fujitsu Microelectronics, Inc. integrates GLINT 300SX
- technology with a 4MB framebuffer and a 4 MB localbuffer. The Sapphire 2SX
- provides full 32-bit true color at 1024 x 768 resolution (maximum is 1600 x
- 1200).
-
- Fujitsu Microelectronics has developed a proprietary technology called
- PixelBus which offers unprecedented multi-channel capabilities. PixelBus
- allows you to link multiple Sapphire cards together to get increased speed.
- PixelBus also supports a synchronized output mode for panoramic and CAVE
- display systems.
-
- Highly optimized drivers for OpenGL, Windows NT, Autocad and 3D Studio are
- currently available and many others are under development. The Sapphire 2SX
- is compatible with Intel and DEC Alpha processors. Support for other
- processors is under development
-
- For more information contact:
-
- Hiten Patel
- Tel: (408) 922-9770
- Fax: (408) 922-9857
- E-mail: hpatel@fmi.fujitsu.com
- 3545 North First Street, MS 255, San Jose, CA 9513l
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT03) ELSA GLoria
-
- FROM THE SPEC SHEET:
-
- Based on the S3-Vision968 and 3Dlabs' GLINT 300SX. Has a 250Mhz RAMDAC with
- built-in digital video acceleration provided by the S3 chip. Includes a DCI
- driver. Comes with optimized Windows 3.X/NT/'95, OpenGL and OS/2 drivers and
- utilities. Includes drivers for multi-screen support as well as Display List
- Drivers for MicroStation and AutoCAD DOS/Windows for R12/R13/LT.
-
- 3D features are similar to all GLINT 300SX cards.
-
- GLoria-8
-
- * 8 MByte frame buffer, 8 MByte local buffer, 250Mhz pixel clock
- * Double Buffered Resolutions
- up to 1600x1200 at 32-bit per pixel
- 1920x1080 at 16-bit
-
- GLoria-4
-
- * 4 MByte frame buffer, 8 MByte local buffer, 220Mhz pixel clock
- * Double Buffered Resolutions
- up to 1024x768 at 32-bit per pixel
- 1280x1024 at 24 bpp
- 1600x1200 at 16 bpp
- 1920x1080 at 8 bpp
-
- CONTACT INFORMATION:
- Joy Li
- ELSA Inc. Graphics Corp.
- 2041 Mission College Blvd.
- Suite 165
- Santa Clara, CA 95054
- Phone: 800-272-3572
- Phone: 408-565-9669
- Fax: 408-565-9650
- email: joyl@elsa-usa.mhs.compuserve.com
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT04) Omnicomp 3Demon VR
-
- (was Media Labs Inc. 3DMedia)
-
- Formerly the Media Labs Inc. 3DMedia. The name changed when Media Labs was
- aquired by Omnicomp. The former 3DMedia SR (which I'll call the 3Dmedia VR
- (SR?)) is a true high performance 3D accelerator based on the 3DLabs GLINT
- 300SX chip.
-
- The 3Demon VR (formerly the 3DMedia SX) provides the same features as the
- SR, plus additional features such as genlocking to eliminate annoying
- scrolling bars due to magnetic interference between two monitors in a
- dual-headed configuration. Furthermore, in provides an on-board studio
- quality encoder which outputs video in NTSC, PAL or S-Video formats.
-
- 3Demon VR (SR?)
-
- 3D Acceleration:
-
- * Similar to other GLINT 300SX boards
-
- Flexible output:
-
- * Software selectable standard as well as custom display
- * formats, interlaced and non-interlaced, are available with a
- * maximum resolution of two million pixels.
-
- Optimized Bandwidth
-
- * PCI local bus, rev 2.0.
- * Target and Read Master interface achieves 20M pixel/second sustained
- image download rate.
- * Refresh rates in excess of 200Hz.
-
- Product Specification:
-
- * PCI Rev 2.0 Target and Read Master interface
- * 4M Byte framebuffer
- * 4 MByte localbuffer. Extra 4M available as an option.
- * Supports 64-bit/pixel, 8/8/8/8 for RGBA, 24-bit depth, 4-bit stencil,
- 4-bit fast clear
- * Double buffering at all resolutions and depths.
- * ISO and VESA Display refresh rates.
- * Standard and custom resolutions up to 1280x1024.
- * Pseudo color, true color and direct color output.
- * Color depths of 4/8/12/15/24 bits with alpha channel for RGB color
- formats.
- * VGA PAss-through at any VGA resolution and color depth.
- * RS-343A Graphics output level.
- * Sync-on-green and external TTL sync support.
- * FCC Class B certification.
- * Output Support:
-
- RGB Resolution NI Colors supported Max Refresh
- in pixels 256 65K 16.7M Rates
- 1280x1024 yes yes yes 76
- 1152x900 yes yes yes yes 100
- 1024x768 yes yes yes yes 125
- 800x600 yes yes yes yes 175
- 640x480 yes yes yes yes 250
-
-
- 3Demon VR
-
- All of the features described above, plus:
-
- More flexible output:
-
- * Support for stereoscopic, field sequential RGB and VR displays is
- implemented in hardware reducing host overhead.
- * Television and video tape recorders are driven by the studio quality
- encoder. Square pixel, CCIR and 4x video resolutions can be selected in
- NTSC, PAL or S-Video format.
-
- Phase locking:
-
- * Line-lock to external sync signals, such as VGA or other sources,
- enables windowing and external video multiplexing.
- * An independent 3D window can be opened within the GUI display, such as
- VGA, by activating the line-locking feature.
- * Independent color depth between the GUI and 3D graphics is now
- possible, depending on the operating system used.
-
- Product Specification additions:
-
- * Max 135MHz video clock.
- * Standard and custom resolutions up to 1600x1200
- * Supports standard, stereoscopic, field sequential RGB, VR Glasses and
- other display devices.
- * Programmable video clock.
- * Line-lock to external sync signals.
- * Studio quality encoder with support for different NTSC, PAL, and
- S-Video resolutions.
- * Output Support in addition to those above:
-
- RGB Resolution NI Colors supported Max Refresh
- in pixels 256 65K 16.7M Rates
- 1920x1080 yes yes 45
- 1600x1280 yes yes 50
-
-
- Use the contact information for the 3Demon above. The former Contact
- Information:
- Media Labs, Inc.
- 806 Winbern Ste 1
- Houston, TX 77002
- Tel: (713) 942-0670
- Fax: (713) 784-5144
-
- COMMENTS:
- From Blair MacIntyre:
-
- The SX is available now, the SR is not. The pricing is as follows
- (as of Feb 1, 95):
-
- 3Demon VR44: Quantity Price
- 4M VRAM, 4M DRAM, Encoder, Linelock 1-99 US$1895
- 100-999 US$1795
- 1000+ CALL
- 3Demon VR48:
- 4M VRAM, 8M DRAM, Encoder, Linelock 1-99 US$2295
- 100-999 US$2195
- 1000+ CALL
-
- 3Demon VR (SR?): Quantity Price
- 4M VRAM, 4M DRAM 1-99 US$1595
- 100-999 US$1495
- 1000+ CALL
- 3Demon VR (SR8?):
- 4M VRAM, 8M DRAM 1-99 US$1995
- 100-999 US$1895
- 1000+ CALL
-
- One year warranty.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT05) SPEA FireGL
-
- (Preliminary Product Information, as of Feb. 95)
-
- Summary:
-
- * Dual processor 2D and 3D Graphics System
- * PCI bus Support
-
- Hardware - 3D Acceleration
-
- * 3Dlabs GLINT 300SX Rendering Processor
- * Supports advanced modes : double-buffering, stereo and overlays
- * Accelerates OpenGL, HOOPS, SP3D and other 3D API4s
- * 8 Mbyte local Memory - expandable to 12 Mbyte
-
- Hardware - 2D Acceleration
-
- * 64-bit S3 Vision968 GUI Accelerator
- * 175 MHz Pixelclock
- * 8 Mbyte high speed Video memory (VRAM)
- * Multimedia ready through S3 Multimedia extensions
- * Integrated Video Acceleration
-
- Software & Miscelleanous
-
- * 100 % OpenGL compatible
- * SPEA 3D Software drivers for AutoCAD and MicroStation
- * Third party applications based on SP3D, Criterion Renderware,
- RenderMorphics RL, Intel 3DR
- * GUI Support : Windows 3.1, Windows 95 and Windows NT
- * Multi-lingual documentation
- * Software Updates via SPEA BBS or CompuServe
- * 3 years warranty
-
- Video Modes
-
- Resolution Color depth (bit/pixel) Line Frequency (KHz) Refresh Rate (Hz)
- ---------- ----------------------- -------------------- -----------------
- 640 x 480 8, 16, 32 31,5 - 52,5 60 - 100
- 800 x 600 8, 16, 32 37,9 - 64,0 60 - 100
- 1024 x 768 8, 16, 32 48,4- 80,9 60 - 100
- 1280 x 1024 8, 16, (32) 64,0 - 100,0 60 - 95 (75)
- 1600 x 1200 8, 16 74,5 - 84,6 60 - 68
-
- Available now in Europe.
-
- CONTACT:
- David_Fink@spea.ccmail.compuserve.com
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT06) Force Inc. 3DE-300SX
-
- The 3DE-300SX from Force Inc. combines the GLINT 300SX with 4 Mbytes of VRAM
- and up to 8 Mbytes of DRAM. Both IBM PC-AT Japanese DOS/V and NEC PC98 are
- supported plus Windows NT 3.5, OpenGL and RenderWare 1.4.
-
- Available now in Japan. For more detailed information, please contact:
-
- Kenyu Uema, Manabu Igarashi or Tatsuya Takagi
- Tel: +81 3 3490 1172
- Fax: +81 3 3490 2277
- 6-15-9-2F, NishiGotanda Shinagawa-ku,Tokyo 141, Japan
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT07) Densan PCI-300SX
-
- The PCI-300SX is a GLINT based PCI card including 4 Mbytes of VRAM
- framebuffer, 8 Mbytes of DRAM localbuffer, 64-bit IBM RGB525 RAMDAC and VGA
- pass thru implementation. Optimized drivers are provided for Windows NT 3.5
- and OpenGL.
-
- The Densan PCI-300SX now shipping as part of NEC RISCstation 2200.
-
- For more detailed information, please contact:
-
- Tetsuya Kawamoto or Zhang Yuanli
- Tel: +81 3 3329 3871
- Fax: +81 3 3329 9266
- 5-42-1, Kamikitazawa Setagaya-Ku, Tokyo, Japan
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT08) Creative Labs' 3D Blaster
-
- The information in this section is taken from the Creative Lab's page at:
- http://www.creaf.com/www/products/3d/3dfeat.html
-
- and from the 3DLabs Press release at:
- http://www.3Dlabs.com/3Dblaster.html
-
- The VL-bus version of the 3D Blaster is based on a custom GLINT chip, which
- is basically a scaled-down 300SX. The PCI version will supposedly be
- initially based on the Rendition VΘritΘ chipset, with a. possibility that
- later versions will be based on the 3DLabs Permedia chip. Time will tell.
-
- Features
-
- * Made to run on Windows 95, Windows 3.x and DOS systems
- * Industry standard Plug and Play (PnP) support
- * True Texture, perspective-correct texture mapping
- * Pixel fill rates of 25,000,000 pixels/second
- * Processes of up to 200,000 polygons per second
- * Bit Blt rates of up to 40,000,000 pixels/second
- * 2 MB RAM onboard supports high-resolution, 3D graphics
- * Memory is upgradeable to 4MB total RAM
- * 16-bit hardware z buffering
- * Hardware double-buffering
- * Accelerates transparency, fogging and anti-aliased texturing
- * Bundled with five 3D games written specifically for 3D Blaster
- including Nascar, Rebel Moon, Magic Carpet Plus, Hi Octane and Flight
- Unlimited
-
- Specifications
-
- DATA FORMATS
-
- * Depth Formats
- o 16 Bit Z
- o 16 Bit Z plus Stencil
-
- * Color and Texture Formats
- o 8 bit index
- o 8 bit RGB
- o 8 bit RGBA
- o 16 bit RGBA (5551)
- o 24 bit RBG (2D)
-
- TEXTURE MAPS
-
- * 0-2MB of texture memory
- * Texture Maps sizes from 32x32 to 1024x1024
- * Upgrade to 4MB texture memory
-
- SCREEN RESOLUTION SUPPORT
-
- Standard Memory supports these common resolutions and others:
-
- * 320x200 8/16/24 bit double buffered
- * 640x200 8/16/24 bit double buffered
- * 640x350 8/16 bit double buffered
- * 640x480 bit double buffered
- * 640x400 bit double buffered
- * 800x600 bit double buffered
- * 800x600 16 bit single buffered
- * 1024x768 bit single buffered
-
- 2D GUI SUPPORT
-
- * BitBlt
- * Area and Pattern Fill
- * 256 Raster Ops
- * Hardware Cursor
-
- API SUPPORT
-
- * Microsoft/RenderMorphics' Reality Lab
- * Criterion's RenderWare
- * Argonaut's BRender
- * 3DR
- * Creative Graphics Library (CGL)
-
- MINIMUM SYSTEM REQUIREMENTS
-
- * IBM PC or 100% compatible
- * 486 DX 66MHz (486 DX4 100MHz recommended)
- * Open VL-Bus slot
- * Windows 3.1 or higher
- * DOS 5.0 or higher
- * Installed VGA
- * VGA monitor
-
- The VL-bus version of 3D Blaster will be available in November, 1995, at an
- estimated street price of about $349. A PCI version of 3D Blaster will be
- available in the first quarter of 1996.
-
- COMMENT: Apparently, the VL version of the 3D Blaster will probably not
- support OpenGL, but the PCI version should.
-
- CONTACT INFORMATION
-
- Theresa Pulido Lisa Kimura
- Creative Labs, Inc. Copithorne & Bellows
- (408) 428-6600, ext. 6416 (415) 284-5200, ext. 209
-
- [return to index]
- ----------------------------------------------------------------------------
-
- GLINT09) Microstep AGC-3D
-
- MicroStep, Inc., a California based company, specializes in the design and
- manufacture of high performance computer graphics and imaging controllers.
- Within 10 years, the company has developed a full line of graphics products,
- including the world's highest resolution display controller.
-
- AGC-3D is the first of MicroStep's 3D graphics accelerator family. Based on
- the GLINT 300SX chip from 3Dlabs, AGC-3D delivers workstation class
- performance for all 2D and 3D rendering operations, including Gouraud
- shading, anti-aliasing, depth buffering, alpha blending and texture mapping
- assistance.
-
- AGC-3D incorporate 4MB of VRAM for display memory, 4/8MB of DRAM for
- Z-buffering, stencil, etc., and PCI local bus. The supported display modes
- include 1280x1024x16, 1152x900x24 and 1024x768x16 double buffering, etc.
-
- Availability: Q3, 1995
-
- For more information contact:
-
- Ping Hu
- Tel: (818) 964 5048
- Fax: (818) 964 6278
- 17800 Castleton Street, Suite 135, City of Industry, CA 91748.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- R3D01) Lockheed Martin R3D/100
-
- Based on the R3D/100 chipset described above. No other information
- available.
-
- CONTACT INFORMATION:
- email: real3d@mmc.com
- voice: 800-393-7730
- fax: 407-826-3358
-
- COMMENTS:
- From Chris Hinch (chris@dcc.govt.nz):
-
- Contact these people and ask for the glossy brochure - WOW!!!!
- (ok, so I'm not being objective...I like poring over glossy
- brochures as much as the next person...*grin*)
-
- Their staff were also really helpful and responsive.
-
- Apparently, application notes will be available in August of this
- year, with sample chipsets and reference boards available in
- November. Production quantities will be available in the first
- quarter of 1996. Price for the reference board is in the US$2,800
- area.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- ARTIST01) ARTIST Graphics 2000 Series
-
- These graphics boards have been specifically designed to accelerate PC CAD
- programs. They contain the 3GA chipset:
-
- ARTIST 2000
-
- This high speed, high power graphics controller accelerates all graphic
- intensive programs including Windows and OS/2. See the 2000 Pro for details.
-
- ARTIST 2000 Pro
-
- This card is the ARTIST 2000 bundled with high-speed CAD drivers and
- graphical application software designed to accelerate CAD development.
- Supports PCI, VL and ISA buses.
-
- The ARTIST 2000 Pro is available with two and four MB of VRAM. The
- processor, memory and DAC were carefully selected and integrated with GT
- Express Professional, ARTIST's CAD utility software, to create the ideal
- controller for the CAD marketplace. You get ARTIST's legendary quality at a
- remarkably competitive price, backed by a five-year warranty.
-
- ARTIST 2000 Twin Pro
-
- This card has dual monitor outputs each with resolutions up to 1600 x 1200
- and refresh rates up to 85 Hz, allowing a total displayed image of up to
- 3200 x 1200 spread across two adjacent monitors. Supports PCI and ISA buses.
- The ARTIST 2000 TwinPro comes with 4 MB of VRAM. Its processor, memory and
- DAC were carefully selected and integrated with GT Express Professional,
- ARTIST's CAD utility software, to create the ideal controller for the CAD
- marketplace. You get ARTIST's legendary quality at a remarkably competitive
- price, backed by a five-year warranty.
-
- Technical Data
-
- Video Bandwidth: to 250 MHz
-
- Horizontal Scan Rate: 31.5 - 106 KHz
-
- Video Output: Analog RGB video output, separate horizontal and
- vertical sync, 15 pin D-sub connector
-
- Maximum Colors: True color
-
- Color Palette: 16.7 million
-
- Supported GUIs: Windows 3.1, Windows NT, OS/2 2.1, OS/2 Warp,
- Windows 95
-
- Supported Software: Includes high performance drivers for Windows,
- including Command View; AutoCAD for DOS and Windows
- with Flexicon 30
-
- Technical Support: End user assistance available through telephone,
- mail, FAX, E-mail, BBS or World Wide Web
-
- Warranty: Five-year limited warranty
-
- Model Resolution Colors Frequency
-
- ARTIST 2000 Pro 1600 x 1280 256 60 - 80 Hz
- 2 MB VRAM 1600 x 1200 256 60 - 85 Hz
- 1280 x 1024 256 60 - 120 Hz
- 1152 x 870 256/6KK 60 - 150 Hz
- 1024 x 768 256/65K 60 - 200 Hz
- 800 x 600 256/65K/16.7M 60 - 300 Hz
- 640 x 480 256/65K/16.7M 60 - 500 Hz
-
- ARTIST 2000 Pro 1600 x 1280 256/65,000 60 - 80 Hz
- 4 MB VRAM 1600 x 1200 256/65,000 60 - 85 Hz
- 1280 x 1024 256/65,000 60 - 120 Hz
- 1152 x 870 256/16.7M 60 - 150 Hz
- 1024 x 768 256/16.7M 60 - 200 Hz
- 800 x 600 256/65 /16.7M 60 - 300 Hz
- 640 x 480 256/65K/16.7M 60 - 500 Hz
-
- ARTIST 2000 1600 x 1280 256 60 - 80 Hz
- TwinPro 1600 x 1200 256 60 - 85 Hz
- 4 MB VRAM 1280 x 1024 256 60 - 120 Hz
- 1152 x 870 256/65K 60 - 150 Hz
- 1024 x 768 256/65K 60 - 200 Hz
- 800 x 600 256/65K/16.7M 60 - 300 Hz
- 640 x 480 256/65K/16.7M 60 - 500 Hz
-
- Prices
-
- Board Model VRAM Bus Max. Resolution Retail Price
-
- ARTIST 2000 2 MB PCI 1280 x 1024 @ 75 Hz $395
-
- ARTIST 2000i 2 MB PCI 1600 x 1280 @ 80 Hz $595
- 2 MB ISA 1600 x 1200 @ 85 Hz $595
-
- ARTIST 2000i 4 MB PCI 1800 x 1440 @ 70 Hz $895
- 4 MB ISA 1800 x 1350 @ 75 Hz $895
-
- ARTIST 2000i 4 MB PCI 1600 x 1200 @ 85 Hz $1095
- TwinPro ISA 1600 x 1200 @ 85 Hz $1095
-
- [return to index]
- ----------------------------------------------------------------------------
-
- NVIDIA01) Diamond Edge 3D Accelerators
-
- The information on these boards were obtained from Diamond Multimedia
- Systems home page at
- http://www.diamondmm.com/
-
- They contain the NVidia/SGS-THOMSON NV1/STG-2000 chipset.
-
- The boards are PCI-based and sport a digital gameport for precise joystick
- control, as well as two video gameports that allow specialized, multi-player
- versions of Sega Saturn titles, such as the arcade hit Virtua Fighter Remix,
- to be played on Windows 95 PCs. It is expected to be initially shipped in
- late October at consumer prices starting from $249 - $299.
-
- With Diamond Edge 3D accelerators, game developers can support resolutions
- as high as 1024x768 with 65,000 colors while still achieving fast, realistic
- action. In the past, this type of technology was available only to engineers
- and designers with prices topping $2,000.
-
- The 3D functions of the Diamond Edge 3D were designed specifically for the
- consumer multimedia market where the primary application is interactive
- entertainment. Traditionally, 3D graphics were created by drawing large
- numbers of successive polygons using the CPU, which resulted in a tradeoff
- between detailed graphics and speed of interactivity. With the Diamond Edge
- 3D, the hardware engine accelerates polygon rendering of real-time,
- texture-mapped 3D images at the highest possible frame rates without unduly
- slowing the CPU. In addition, the Diamond Edge 3D can create realistic 3D
- graphics by using nine control points to create a curved surface, called
- quadratic texture mapping (QTM).
-
- Features of the Diamond Edge 3D engine include fast polygon rendering,
- texture-mapping for photo-realism, quadratic texture-mapping for perspective
- correction and rendering of curved surfaces, as well as special effects
- including diffused lighting, specular highlights, reflection mapping and
- alpha blending for fog, smoke and transparency.
-
- High Performance 2D Acceleration
-
- The Diamond Edge 3D delivers fast 2D Windows acceleration at resolutions as
- high as 1280x1024, color depths to 1 billion and refresh rates of up to
- 120Hz.
-
- The DRAM version of the Diamond Edge 3D, based on SGS Thomson's STG2000
- multimedia accelerator chip, is available for PCI-bus in 1MB upgradable to
- 2MB (the Diamond Edge 3D 2120XL) or 2MB standard (the Diamond Edge 3D
- 2200XL.) The VRAM configuration, based on NVIDIA Corp.'s NV1 multimedia
- accelerator chip, is available for PCI in 2MB upgradable to 4MB (the Diamond
- Edge 3D 3240XL) or 4MB standard (the Diamond Edge 3D 3400XL.) Both chips are
- based on NVIDIA's NV1 technology. Diamond estimates pricing for the 2000
- series to start at $249 to $299 and for the 3000 series to start at $399 to
- $449.
-
- How to Contact Diamond Multimedia
-
- There are many ways to reach Diamond for sales support, technical
- assistance, driver updates and general information:
-
- The Main Phone Number is 408-325-7000; Fax: 408-325-7070
- Product Support Voice: 408-325-7100; Product Support Fax: 408-325-7171
- 24-Hour Fax On Demand Service: 1-800-380-0030
- America OnLine (Keyword: DIAMOND)
- CompuServe (GO DMNDONLINE or GO GRAPHBVEN) [75300,3673]
- Microsoft Network: GOTO DIAMONDONLINE
- Internet Web Site: http://www.diamondmm.com
- FTP Site: ftp.diamondmm.com
- For information on Diamond products: 1-800-468-5846
- BBS numbers at 408-325-7080 (to 14.4K baud) or 408-325-7175 (to 28.8K baud)
-
- [return to index]
- ----------------------------------------------------------------------------
-
- NVIDIA02) Jazz Multimedia 3D Magic
-
- The information in this section was taken from the Jazz Multimedia 3D Magic
- Press release.
-
- The 3D Magic multimedia accelerators are based on the NVidia/SGS-THOMSON
- NV1/STG-2000 chipset. 3D Magic doubles as a Windows 95 graphics accelerator,
- provides wavetable music synthesis and MPEG playback acceleration, on one
- card.
-
- The PCI product line sports a digital gameport for precise control as well
- as two Sega gameports that allow specialized, multi-player versions of Sega
- Saturn titles, to be played on Windows 95 PC's. Jazz will offer 1MB and 2MB
- DRAM versions and 2MB and 4MB VRAM versions. It includes built-in SRSÖ 3D
- sound and the availability of a Jazz Output to TV Projection Card option.
-
- There are two DRAM versions of 3-D Magic, based on SGS THOMSON'S STG2000
- multimedia accelerator chip, with 1MB and 2MB of of DRAM. Two VRAM
- configurations, based on nVIDIA Corp's NV1 multimedia accelerator chip, are
- also available for PCI in 2MB and 4MB versions.
-
- As an option, 3D Magic also provides a Jazz Output to TV Projection Card
- with capabilities up to 16.7 million colors in composite and S-Video. It
- allows 3D game titles to be played on TV's and big-screens for total family
- entertainment and game play.
-
- A high-fidelity hardware wavetable audio engine is integrated into 3D Magic.
- 3D Magic uses the computer's main memory to hold wavetable samples.
-
- Contact Information:
- Jazz Multimedia corporate headquarters are located at 1040 Richard Avenue,
- Santa Clara, California 95050, telephone: 408-727-8900; fax: 408-727-9092.
- Corporate contact is Michael Yang, 408-727-8900, Ext. 21.
-
- [return to index]
- ----------------------------------------------------------------------------
-
- NVIDIA03) Genoa Stratos 3D
-
- The information in this section was taken from Genoa Systems home page at:
- http://www.genoasys.com/
-
- The Stratos 3D is GenoaÆs PC gaming accelerator. Based on the
- NVidia/SGS-THOMSON NV1/STG-2000 chipset, the Stratos 3D delivers true three
- dimensional imaging for the latest video games. There is also a Sega Saturn
- game port supporting up to two players for such games as ôVirtua FighterÖ
- Remix.ö
-
- 3D Sound
-
- The Stratos 3D offers a complete ô3Dx3Dö experience using Surround SoundÖ
- technology from SRS« with Wavetable synthesis. All game sound effects, CD
- music and digital audio files are spatially referenced to envelope the
- listener in a three dimensional sound environment!
-
- Multimedia
-
- The Stratos 3D delivers vivid 2D graphics acceleration with enhanced full
- motion digital video playback, providing complete multimedia support for
- Microsoft« Windows and Windows 95Ö. Entertainment, reference and educational
- CD titles also come alive through the Stratos 3D!
-
- Product Features
-
- Highlights
-
- * Acceleration for Windows 95
- * Quadratic texture mapping for 3D rendering and display
- * CD-quality 3D sound using SRS« technology
- * 1MB EDO DRAM standard; 2MB version available
- * VRAM versions available Q3/96
-
- Video Playback Features
-
- * Supports IndeoÖ 3.2, Indeo Video Interactive, CinepakÖ and MPEG
- * Supports Windows 95 Direct Draw drivers
- * Full screen full motion MPEG playback
- * YUV to RGB color space conversion
- * Hardware scaling of the video window
- * Hardware vertical and horizontal interpolation
-
- 3D Sound
-
- * SRS« surround sound technology
- * Supports Windows 95 DirectSound API for the latest entertainment titles
- * 16-bit stereo recording/playback with sampling up to 48KHz
- * Phase shifting and other special effects for reverb, echo, etc.
- * Sound Blaster compatible
- * General MIDI compatible
-
- Hardware Configuration
-
- GENITRONtm; Technology
-
- * Hardware level video amplification
- * Brightens and sharpens video colors
-
- Physical Properties
-
- * Bus Interface: PCI ver. 2.
- * VGA connector: DB-15
- * CD Audio In: MPC3 compliant
- * External Audio In: RCA phono
- * Audio Out: RCA phono
- * Microphone: RCA phono
- * SEGA Saturntm; Game Port: 20-pin, dual row
- * Output to TV: connector for RGB to NTSC/PAL module (optional)
- * IBM Digital Game Port: RJ-45*
-
- *Joystick adapter cable included Interfaces and Compatibility
-
- * 100% register/BIOS compatible with IBM VGA, SVGA
- * Supports VGA, SuperVGA, multifrequency and analog monitors
- * Supports VESA Display Power Management Signaling (DPMS)
-
- SEGA Game Support
-
- * Port for up to 2 SEGA Saturntm; game pads
- * Supports any SEGA title ported to the NV1/STG2000 platform
-
- System Requirements
-
- * Intel« Pentiumtm 75 or above with one available PCI bus slot
- * Microsoft« Windows 95
- * CD-ROM drive (minimum 2x)
-
- Warranty
-
- * Two year limited warranty on parts and labor
-
- ----------------------------------------------------------------------------
-
- Display Mode Tables (UNDER CONSTRUCTION!)
-
- 1MB DRAM
-
- Resolution 16/256 colors 65,000 colors 16.8 Million colors
- 640x480 Hz Hz Hz
- 800x600 Hz Hz Hz
- 1024x768 Hz Hz
- 1280x1024 Hz
- 1600x1200 Hz
-
- 2MB DRAM
-
- Resolution 16/256 colors 65,000 colors 16.8 Million colors
- 640x480 Hz Hz Hz
- 800x600 Hz Hz Hz
- 1024x768 Hz Hz Hz
- 1280x1024 Hz Hz Hz
- 1600x1200 Hz Hz
-
- NOTE: actual display modes available to user will depend on the monitor
- capability
-
- For more information please contact:
- Genoa Marketing (jbrunoli@genoasys.com)
-
- [return to index]
- ----------------------------------------------------------------------------
- --
- Blair MacIntyre (bm@cs.columbia.edu), Graduate Student (Graphics and UI Lab)
-
- smail: Dept. of Computer Science, 450 Computer Science Building, 500 W 120 St.
- Columbia University, New York, NY 10027
-