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Speed
is the Key
There are several trends
evolving in computer games that should shape your decision when
considering a new graphics card. One important trend is multitexturing
support. More games are doing multipass rendering in which textures
are blended together. This results in more realistic surfaces and
better lighting/shadow effects. Single-pass multitexturing allows
a 3D accelerator to blend multiple textures in one rendering pass.
Until recently, only Voodoo2 had multitexture support - and only
in Glide/OpenGL.
The RIVA TNT, with its
dual texturing pipelines, has multitexturing capability, which becomes
apparent in Quake II tests. Banshee boards trailed the performance
of the stock PA2000 Voodoo2 card by a wide margin on Quake II, even
though they ran ahead of the Voodoo2 board in many Direct3D games.
DirectX6 has full support for multitexturing, so we'll likely see
more multitextured games in the future. The recent trend toward
dual rendering engines in newly announced chips only adds fuel to
this fire.
Another trend is the
movement toward richer texture sets. This is happening more slowly
than we expected, but we are beginning to see titles with 20+MB
of textures in scenes. Some of these titles, like Criterion's Redline
Racer, were also designed with AGP in mind. The trend toward higher
polygon counts has an effect, too, because more vertex data needs
to be sent over the bus. The full setup engine in the most recent
chips eases the problem a bit, but it's still there. Huge texture
sets coupled with high polygon counts can really saturate the bandwidth
of the bus. This partially explains the trend towards large amounts
of local video memory. AGP version 1.0 maxes out at 528MB per second
- but smaller amounts of textures need to be retrieved at any moment
in time if AGP execute mode is used.
Still, the bandwidth
problem has brought us to AGP 2.0 (a.k.a. AGP Pro), which doubles
maximum AGP throughput to 1GB/sec. We should see the first AGP Pro
boards early next year.
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