De mannen van Hot Hardware mochten bij 3dfx op bezoek komen alwaar Brian Burke ze een demo'tje van de Voodoo5 5500 (twee VSA-100 chips, 64MB RAM) kaart liet zien. Hieronder wat info over het geheugen issue van de kaart; is 64MB nou effectief gelijk aan 32MB?
Marco interjected... "Isn't the 64mb on the 5500 an effective 32mb because it's divided per chip?"...before he could finish the question, Peter covered his ears and screamed, "DON'T SAY IT!!". He knew what we were getting at though. Peter explained to us that the memory is in fact a unified 64MB on the board. To make things simple, basically, 32mb is given to each chip for texture storage, as that is THE ONLY information that has to be duplicated for each of the VSA-100 chips on any particular board. Vertex data for example IS NOT duplicated for each processor. With texture compression becoming more prevalent, and 3dfx's ability to support DXTC and FXT1 in hardware, duplicating texture information isn't as big a deal as it use to be. Just to ease some minds, Q3 running at 800x600 with motion blur and 4xFSAA enabled was SILKY smooth. Also, remember we were looking at pre-production hardware with early drivers.
Peter also reminded us that FSAA will be an "out of the box" feature immediately available to all users and developers for that matter. T-Buffer Effects (Motion Blur, Depth of Field, Soft Shadows and Reflections) all have to be supported at the game developer level. However, the beauty of the VSA-100 architecture is that the T-Buffer allows the game developer to implement these features very easily. In the end, 3dfx is targeting a new level of immersion for the end user and exponentially higher quality end product results for the Game Developer. The essence of all these features is to bring gaming to a more realistic level. Having experienced the effect these features have first hand, there is no denying the impact...it was superior to anything we have seen to date.
Lees hier het complete artikel.