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#1 | |
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DriverHeaven Junior Member
Join Date: Apr 2003
Posts: 38
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3DFX Rampage, Spectre 1000
I'm too lazy to do a news submit, but this is some pretty cool stuff.
3DFX Rampage ![]() ![]() Next Generation Rendering Engine (VTA) Next Generation Video Engine 16M tri/sec, 800MP/sec, Single textured. Programmable Shading Higher quality filtering T-buffer based AA AA With 2 textures and Anisotropic with no performance hit. AA With 4 textures with no performance hit Scalable Architecture Integrated Bridge functionality Full AGP Support in SLI Two recursion modes Before and after W divide Applicable for bump mapping and procedural textures Risc-like address op instruction model Cubic Environment Mapping Texture Compression DirectX/DXT ,FXT1 compressed textures YUV Texture formats Massive Multitexturing: 8 textures each with different filtering: point, bilinear, trilinear, anisotropic (up to 128-tap). Massive Iterators: 8 ARGBSTW iterators: one per texture. Texture Recursion (Address ops) : recursion in parallel or series on up to 4 textures Any combination of 4 recursions on the 8 available textures Recursion allows one texture to perturb the values of another texture Texture Computer (Pixel Shader) Massive flexible math capability texture combine unit: (a+b)*c+d feeding... ...color combine unit: (A+B)*C+D where each abcd and ABCD can be: from any of iterator, texture, previous, registered and constant values. manipulated independently with: x, -x, 1-x and x-0.5. Compare based multiplexing: texture and color: combine unit: (a-b)? c:d and texture combine unit output summing R+G+B may feed color combine unit: .(a+b)*c+d, alpha and/or color channels Useful for intensity ops, dot products. Register based combiners Larger color component precision 13 bits per component Precision maintained through alpha blenders. Alpha Blender Logic Ops Quad pixel pipeline 4 pixels-per-clock single textured (per chip) 4/N pixels per clock for N textures (per chip) Scalable rendering: Up to four chips ganged together. No bridge chip required. Optimized Geometry Pipeline. Viewport Transforms and efficient host/graphics IO yield optimum performance Works with (or without) Sage geometry co-processor Larger color component precision 13 bits per component Precision maintained through alpha blenders. Alpha Blender Logic Ops Quad pixel pipeline 4 pixels-per-clock single textured (per chip) 4/N pixels per clock for N textures (per chip) Scalable rendering: Up to four chips ganged together. No bridge chip required. Optimized Geometry Pipeline. Viewport Transforms and efficient host/graphics IO yield optimum performance Works with (or without) Sage geometry co-processor 3DFX Spectre 1000 (with removable GPU!) ![]() The heatsink ![]() Quote:
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#2 |
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Banned
Join Date: Nov 2002
Location: In clothing
Posts: 3,510
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I have the rev 3700 V5 6000. That is the closest to retail model they made. I checked with many former 3dfx engeneers.
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#3 |
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BANNED
Join Date: Jul 2002
Location: Indiana , USA
Posts: 2,677
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Whats that priced at?
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#4 |
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DriverHeaven Junior Member
Join Date: Apr 2003
Posts: 38
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I think they're just prototypes, the Rampage was valued at 1200USD, the Spectre would probably more.
@craig588 - You have that and you're using a crappy old watercooled 9700 Pro!?!?!?! 4 GPUs is better than one, we all know that.
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#5 |
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Banned
Join Date: Nov 2002
Location: In clothing
Posts: 3,510
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I have the V5 6000 in my 3rd most powerful computer. I consider it better than the matrox pharhelia which is in my 4th. I wish I had money like I used to, but now I can barley afford to buy anything. No one is bringing work for me to do anymore.
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#6 |
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ZZzzzzzzzzzz...........
Join Date: Nov 2002
Location: Texas
Posts: 324
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If only they had lived a little longer.... the whole graphics card scene would have been so different! Imagine: everytime you overclock your chip too much and it burns you could just get a new chip instead of the whole card!
Oh well.... it'd be like having another, smaller mobo on the agp slot of a mobo. Neat concept though. ~eyeguy616
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