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- From: andrey@harry.ugcs.caltech.edu (Andre Yew)
- Subject: Re: Vivid 24 graphics card
- Message-ID: <andrey.714094078@harry>
- Sender: news@cco.caltech.edu
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- Organization: California Institute of Technology, Pasadena
- References: <1992Aug13.002149.15986@maccs.dcss.mcmaster.ca> <64064@cup.portal.com> <andrey.713925244@harry> <1992Aug17.164849.5029@eagle.lerc.nasa.gov>
- Date: Mon, 17 Aug 1992 23:27:58 GMT
- Lines: 58
-
- fsset@bach.lerc.nasa.gov (Scott Townsend) writes:
-
- >For a fair comparison, you want to compare the relative CPU figures
- >(i.e. r40000 vs. 68040) and the graphics pipeline figures (VGX whatever-is-
- > in-there vs 32040)
-
- That's right, and the DMI advertisement was pretty
- wrong in the implications it put out. From real-world
- experience (Crimson versus HP 425), the MIPS R4000 is at
- least 4 times as fast as the HP for my computations. It's
- much, much faster for compilations.
-
- >I'll admit, I don't know where this 40 MFLOPS number came from
- >(peak pipeline speed?, LINPACK? SLALOM? single/double precision?) but for
- >graphics pipeline operations, which tend toward 'embarassing' parallelism,
- >you can get close to linear speedup. In an Amiga system where the '30 or '40
- >is updating a display list, etc and the DMI processors are just blasting pixels,
- >I don't think quoting 160 MFLOPS for the processors on the board is
- >out of line. A bit agressive perhaps ;-) (and certainly not without precedent)
-
- I don't know what kind of MFLOPS it's quoting either,
- but I don't think you can get that kind of speedup with the
- way the Vivid board is setup. Here I go into assumption land.
- In most normal scanline renderers, the heaviest computation
- happens in the pixel-blasting stage, because that's where you
- interpolate your colors, normals, and texture coordinates.
- Sure you could split the screen into different portions (like
- SGI does), but do each of the Vivid coprocessors do this?
- Can they have access to their own polygon tilers and the
- DACS? How do the coprocessors contend for access to the
- main VRAM? If they have to go through the 34020, they aren't
- going to be as fast as a VGX system. And how fast can the
- Vivid board blast pixels onto the screen anyway? SGI has
- separate processors to do this as well.
-
- >I assume we're talking VGX update _rates_, the effects are simply computations
- >which the VGX is quite quick at. I could compute the same effects on
- >my vanilla A3000, (or A1000!) just depends on how long you wait.
- >(I'm using 'effect' here to mean what I see on the screen, is some other
- >definition intended?)
-
- Yeah, that's what I meant -- that kind of rendering
- quality at that kind of speed. For example, can the Vivid
- board do texture mapping? Quadruple-buffered 36-bit color
- screens? HDTV output? Encoded NTSC and PAL? Does it have
- an accumulation buffer and a stencil buffer? Is it easily
- integrated into the operating system? Can it do all of this
- in realtime at full-screen resolution (1280x1024 in the non-TV
- modes) for hundreds of thousands of polygons for most scenes?
- I have a feeling that the answer is no to all of these questions.
- I'm not aiming this at you Scott, just the people who believe
- the DMI advertisement. There are many good reasons to pay
- that much money for an SGI system. (To be fair, I described
- a Reality Engine setup, but VGX is almost as fast and
- is missing the encoded NTSC/PAL and 36-bit color.)
-
- --
- Andre Yew andrey@through.ugcs.caltech.edu (131.215.131.169)
-