Original Sender : "agust" <[EMAIL PROTECTED]>
---------------------------------
>Original Sender : "DasaMan" <[EMAIL PROTECTED]>
>---------------------------------
>
>Tepatnya 360 mpixels/sec vs. 366 mtexels/sec. Yang 360 mpixels/sec itu Voodoo2
>SLI, sedang yang 366 mtexels/sec itu Voodoo3 single.
>
>Eeh, tapi jangan dilihat perbedaan performanya sedikit loh. Pixel sama texel itu
>beda. Kalo pixel itu dot-dot pada koordinat layar, sedang texel itu 'texture
>pixel', dot-dot yang membentuk texture yang nantinya di-map ke bidang polygon.
>Jadi itungannya beda...
>
>Lagian kan Voodoo2-nya harus SLI alias 2 biji... Kalo Voodoo3-nya di SLI juga
>(misalnya)? Jauh kan...
>
oya lupa bilangin, V3 itu 2D/3D dan gak ada rencana buat support SLI,
mengenai mtex vs mpix, bedanya gua juga gak yakin
kalo fill rate dihitung dgn definisi pixel = 1 titik dilayar (def konvensional)
brarti tergantung scene 3dnya, satu poligon ukuran 100x100 titik
bisa saja jadi lebih kecil (miring thd layar proyeksi)
dan overdraw,
karena masih pada pake traditional rendering dalam arti
digambar semua shg yg ternyata tidak kelihatan akan tertimpa?
tolong dijelaskan lebih lanjut...
supaya lebih mengerti kalo lihat spec 3d...
atau mungkin pixel = texel tapi khusus utk yg single-texturing??
kalo ini rasanya lebih pas deh ;)
FD
>Gue ngga tahu kalau itu news terakhir ..
>terakhir gue baca2 sih.. chip baru ini Banshee2 ..
>kenapa ngga voodoo3 ?..karena bukan dedicated 3D .
AFAIK, v3 itu yg didemoin di Comdex,
trus baru muncul isu/gosip, v3 itu sebenarnya b2
soalnya kan v3 itu 2d/3d, padahal v1 & v2 3d only
tapi kalo ternyata ada b2 beneran...
gua gak tau deh...
v3 itu sendiri ada 2 versi
v3 2000 dan v3 3000
yg 3000 itu lebih kenceng...
kalo ada b2 brarti = v3 1000???
Dari www.hardgame.com
>Voodoo3 vs. Voodoo2 SLI
>I have received a ton of reader mail regarding the Voodoo3 Hardware Therapy
> and the performance figures quoted from various USENET sources. More
>accurately, it had to do with quoted Voodoo2 performance of 360
>Megatexels/s and how the terms Megatexels and Megapixels were being used
>interchangeably by quite a few hardware sites (and even on USENET).
>
>When the Voodoo3 was announced with a Megatexel/sec. rate of 366, quite a
>few took the Voodoo2 Megapixel/sec. rate of 90 (and the SLI rate of 180)
>and used them for comparison. USENET participants were a bit quicker and
>realized that the dual texture Voodoo2 Megatexel rate was 180 for Voodoo2
>and 360 for SLI and compared it to the dual-texture Voodoo3 specs. Here's
>the word from 3Dfx' Steve Schick (along with a hearty thank-you for the
>email reply) sorting through Voodoo2 pixels and texels.
>
>Vince, our performance is related to the content. A single-textured game
>will only take up 90 Megatexels/sec on a single Voodoo2, while a
>multi-textured game will take up to the full 180 Megatexels/sec. This
>means that the chipset is designed for multi-textured games, and that
>multi-textured games make better use of the hardware. It also means that
>multi-textured games do not slow down the performance of Voodoo2, as they
>do on other chips. This is why multi-textured games like Quake II are much
> more impressive on Voodoo2 and, especially, Voodoo2 SLI.
>
>Be careful not to mix up texel rate (Megatexels/sec) and fill rate
>(Megapixels/s). With games, the megatexel number is by far the more
>critical.
>
>
[RP]PZ.
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