GeForce FX Architecture Explained
Brian writes "3DCenter has published one of the most in-depth articles on the internals of a 3D graphics chip (the NV30/GeForce FX in this case) that I've ever seen. The author has based his results on a patent NVIDIA filed last year and he has turned up some very interesting relevations regarding the GeForce FX that go a long way to explain why its performance is so different from the recent Radeons. Apparently, optimal shader code for the NV30 is substantially different from what is generated by the standard DX9 HLSL compiler. A new compiler may help to some extent, but other performance issues will likely need to be resolved by NVIDIA in the driver itself."
Is that the politically correct way of saying "performance sucks"?
Nothing beats my 9500 to 9700 card. Its a simple driver hack. Now my lowly 130$ budget card can whoop any GeforceFX garbage. Plus the overclockability after its a 9700. You just dont get any sweeter.
someone programmed the shaders to work with glide... i can't help hoping 3Dfx will perform some voodoo and ressurrect from nVidia's ashes. excuse me now, i must go stroke my voodoo5
peace,
-Grokent
Experience:
GeForce FX is really noisy
Explanation:
It sucks in large amounts of air to keep it cool. This is one of two ways a GeForce FX sucks. The other way is beyond the scope of this post.
Bah!
Not interested in anything NVidia do or say until they strile some agreement with the people who'se IP they license for their drivers & Open them...
2 Years since I bought my Geforce & I still cant have 3D accelleration, tv out and framebuffer all working at once.
Weird timing. I'm currently writing code for a class on microcontrollers. Most electrical engineering students would at some time come across an advanced digital course on microprocessors where one learns about different machine architectures and how to write assembly code for them. Are there any /.ers who have systematically studies GPU chips as part of a class, like say on graphic algorithms or DSP?
Stay sentient. Don't drink bad milk.
Does the FX architecture involve cheating on benchmarks? :)
no comment
Yes, it's common practice to pay websites to post articles about why your product sucks. Don't let anyone tell you that the bad press might possibly hurt business, that's a lie.
NVidia has much better Linux drivers then ATI. Support 'em.
--
est modus in rebus
From the article - "Because of the length of the pipeline and the latencies of sampling textures it is possible that the pipeline is full before the first quad reaches its end. In this case the Gatekeeper has to wait as long as is takes the quad to reach the end. Every clock cycle that passes means wasted performance then. An increased number of quads in the pipeline lowers the risk of such pipeline stalls."
I understand that the article writers are trying to come up with reasons that the Nvidia part is wasting performance, but this doesn't make sense. No architect in this right mind would ever design a pipeline that becomes full before the first instruction can exit. The means that you are fetching much faster than you are retiring instructions. That means you will always have a pipeline stall at the frontend and you will always be wasting cycles. I think the designers would have checked something like that. You can't afford pipeline stalls to happen regularly.
Owens @ UC Davis
Akeley and Hanrahan @ Stanford
ATI 9x owners rejoice, indeed! Even the budget 9200 smokes the 5600 Ultra!
In the Windows(argh) world I really couldn't care less about what card to use.
ATI or NVIDIA, it's just a matter of taste and/or faith.
But in the Linux world NVIDIA still rules.
And it's not that NVIDIA's cards are better, but they at least have a descent Linux driver.
The bottom line is: "If you use Linux, the best choice still is a NVIDIA card!"
By default "whois" won't show registration for ANY .org's--remember, .org has a different registrar now, and whois uses "whois.internic.net" by default, which only serves .com and .net. For .org, you need to do a query at whois.pir.org:
whois 3dcenter.org@whois.pir.org
Maybe I'm just blind, but I can't tell the difference between my Matrox G400 Max, ELSA Gladiac 920 (nVidia GF3), and ATI 9700 Pro. IBM P260 Monitor.
Matrox may have had an advantage a while back, but it's nothing conclusive now days.
Business. Numbers. Money. People. Computer World.
Sounds like you forgot to play games. I know at least Never Winter Nights is still not working well, as well as a few other games as of late.
http://www.rage3d.com
-]Phreak Out[-
From the article:
Er, oh wait, it's in German as well...
This article seems to reiterate what everyone has been saying (Carmack, Valve, everyone). The GeforceFX architecture can only be made competitive for 3d engines using modern shaders with herculean effort. This is to be competitive, not dominantly superior.
Honestly, I thought nVidia learned their lesson with the NV1 - don't make weird hardware.
Now, what has to be making GeforceFX owners worried is Gabe Newell's warning that the new Detonator drivers might be making illegitimate 'optimizations' and, furthermore, covering them up by rendering high quality screen captures.
Oh, but you are wrong my friend. :) Newegg has these old style cards in stock. I bought one last week. I have all 8 pipelines after the soft mod.c atalog= 48&DEPA=1&submit=property&mfrcode=0&propertycode=& propertycodevalue=4396,3668
Notice in the picture the arrangement of the memory chips AROUND the core.
http://www.newegg.com/app/ViewProduct.asp?
The proof is in the pudding.
I did a project a while back using TIGA and the associated chips. You might want to take a look at , FPGA and User Interface Guide.
s try/ARB/vertex_program.txt">ARB_vertex_program and "a href="http://oss.sgi.com/projects/ogl-sample/regis try/ARB/fragment_program.txt">ARB_fragment_program .
It's all obsolete and legacy now. But it gives you a good idea about how a current day graphics card is designed. Back then, the various components had to be implemented on separate chips (eg. RAMDAC's, clock oscillators, memory decoding, graphics).
TI also had the TMS34082 vector processor. You could have up to four of those in a slave/master configuration (a bit like the PS2 VU0 processor). The TMS34020 supported 1/2/4/8/16/24/32 bit pixel sizes and had a parallogram rendering instruction (Two of those allow you to render a triangle). If they had kept the product range going and allowed Moore's law to keep going, they would probably have been able to keep up with 3Dfx.
Intel also has the i860 which combined the floating point and graphics processing onto a single chip. The Intel XEON chip still supports this instruction set.
If you can access the IEEE and ACM archives, you'll find out about dozens more such processors.
Presently, you should have a look at the OpenGL extension a href="http://oss.sgi.com/projects/ogl-sample/regi
Any Google search on these topics will provide an almost infinite list of topics.