Tile Based Rendering and Accelerated 3D
ChickenHead writes "AnandTech has put together a review
of the Hercules 3D Prophet 4500 based on the new Kyro II chip from STMicro.
What's unique about this particular chip is that it uses a Tile-based Rendering
Architecture which results in a much greater rendering efficiency than conventional
3D rendering techniques. It is so efficient in fact, that the $149 Kyro II card
clocked at 175MHz is able to outperform a GeForce2 Ultra with considerably more
power and around 3X the cost of the Kyro II card. With games not able to take
advantage of the recently announced GeForce3's feature set, the Kyro II may
be a cheap solution to tide you over until the programmable GeForce3 GPU becomes
a necessity." A very readable and interesting summary and an interesting technology and a potentially extremely cool video card.
If the poster had read the benchmarks, it would be obvious that the case is not so cut and dry. The card wins at some things, loses at others. It loses to the GF2GTS in some benchmarks, and beats the GF2 Ultra in others. A very cool card, and worlds beyond anything in its price range, however. This should do very good things to the low price range performance market as a whole, by pushing down other prices and by providing a cool new technology.
Tile-based rendering's big benefit it that is reduces overdraw to 0; that is, each opaque pixel on the screen is drawn exactly once. Performance for certain types of scenes is spectacular.
Dreamcast uses this, as well as many of Sega's arcade systems (HOTD2, for instance), which use the same PowerVR2 rendering system.
Where tile-based rendering falls down, however, is for scenes that contain a large amount of alpha-blended areas. Alpha-blended areas in today's hardware are necessarily drawn multiple times, from back-to-front, to accomplish transparency effects. Having to draw the pixel several times nullifies the zero-overdraw benefit of tile rendering. Since most tile-rendering systems trade fill-rate for zero overdraw, cards with insufficient fill rate for large alpha areas (read: all of them) fall down on large, alpha blended polygons. You can see this in House of the Dead 2 when fighting the Hierophant; if you get enough water splash effects on the screen, the frame rate chokes.
Tile rendering works extremely well for areas that are opaque, or use only small alpha-blended areas. It's getting better; it's just not perfect yet.
Mumbly Joe
There is a good article on it, as applied to the powervr (which is using the same kind of architecture) at http://www.ping.be/powervr/PVRSGRendMain.htm. As others already said, you can see the results on the Dreamcast, or on the arcade version, the Naomi.
The strenghts are obvious:
The weaknesses are a little less obvious:
As a result, these cards are nice, but mostly represent another set of tradeoffs, not necessarily a revolution.
OG.