Tip de redactie

Meer Merced info

Door Femme Taken, 1 maart 1999 23:160 reacties, bron: x86.org

Nog meer info over de Intel Merced bij Infoworld:

Intel announced last week at its Professional Developer's Conference in Palm Springs, Calif., plans to ship manufacturing samples of its 64-bit Merced processor in mid-1999, with the production version following in mid-2000.

The company also announced that using a PC running the Merced simulator, it successfully booted seven different operating systems, including Microsoft's forthcoming Win64, Sun's Solaris, SCO's UnixWare Monterey, Novell's Modesto, and Hewlett-Packard's HP-UX. Intel also plans to fully support a 64-bit version of Linux.

At the developer's conference, a Microsoft executive said the 64-bit version of Windows, referred to as Win64, is under development for both Intel's IA-64 processor and Compaq's Alpha chip. Win64 for the Intel platform will ship when systems based on the Merced chip are released, and will be compatible with 32-bit Windows applications, according to Oscar Newkerk, technical evangelist in Microsoft's Developer Relations Group, in Redmond, Wash.

Despite a great deal of talk within the industry about the need for next-generation I/O technology to support 1-GHz processing, Merced's chip set -- the 82460GX -- will be PCI-based and run at only 66 MHz, Intel said. But the chip set will be I/O upgradable when Intel's next-generation I/O becomes available in 2002, officials said.

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Eerste Merced samples mid '99

Door Femme Taken, 1 maart 1999 23:140 reacties

Volgens EETimes Semiconductor News kunnen we halverwege dit jaar de eerste samples van de Intel Merced verwachten. De Merced bestaat nu alleen nog maar in software simulatie:

Intel Corp. said its Merced processor development effort has reached a significant milestone: the running of the Unix operating system in a software simulation of a four-way Merced implementation.

The successful interoperability of multiple logic models of Merced opens the door for a full-scale push to finish the physical implementation of Merced in time for sampling to OEMs by the middle of this year, Gadi Singer, an Intel vice president who co-manages the Merced development effort, said at the Intel Developers Forum here.

System OEMs are receiving the simulation engines for Merced now, along with Spice and timing models, so they can debug software concurrently with the chip layout work being done by the hardware team. Besides the seven operating systems that are running on the Merced simulation platform, Merced marketing manager Ron Curry said Intel plans to work to bring up the Linux OS on Merced soon.

...en ook wat info over de performance:

Intel said Merced would achieve 3-Gflops extended-precision floating-point performance and 6-Gflops single-precision performance. "Those two numbers were enough to convince some of my users we made the right move in going with Merced," crowed John Mashey, director of systems technology at Silicon Graphics Inc. in a panel session here.

Zie EETimes voor het complete artikel.

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Metabyte SLI whitepaper

Door Femme Taken, 1 maart 1999 23:070 reacties, bron: AGN3D

Metabyte heeft wat info over z'n PGC (SLI) Technology vrijgegeven. Een stukje uit de whitepaper:

First of all, the Wicked3D PGC solution is not "SLI" at all. SLI is an acronym for "Scan Line-Interleaving", the idea of using 2 video cards in a single system, with one card responsible for rendering the even scanlines and the other for the odd scanlines. The same triangle data is sent to both cards. Theoretically, this would allow for twice the raw performance as measured by the pixel fill-rate. The theoretical performance benefit, as measured by triangles processed per second, however, should remain the same. This is the familiar SLI technique that is available on our Wicked3D featuring Voodoo2 product as well as other 3Dfx Voodoo2 based products.

On our Wicked3D PGC, however, the familiar term SLI is used only to represent the idea of using multiple video cards in a single system to work together and render a single image. The technique used to do this is not "Scan Line Interleaving", each card is not rendering either the even or odd scanlines. Instead, Wicked3D’s drivers intelligently divide the entire display area into a top region and a bottom region. Each card is then responsible for the rendering of one of those regions. Unlike Voodoo2 SLI, different triangles are sent to each card. This means that theoretical performance, in terms of both the pixel fill rate as well as the number of triangles processed per second, can double when using two Wicked3D’s in PGC mode. The bottleneck in rendering performance is alleviated and potential triangle processing capability is increased for future CPUs. Testing indicates that actual game performance increases using PGC can be dramatic.

Erg bruikbare info.

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Promise Ultra/66 review

Door Femme Taken, 1 maart 1999 21:250 reacties, bron: Coolinfo

Western Digital heeft inmiddels als eerste harddisk fabrikant een UltraATA/66 schijf uitgepoept. Da's leuk, maar zonder geschikte controller valt er weinig snelheidsvoordeel te beproefen. Hemeltjelief hebben wij daar Promise (bekend van o.a. z'n UDMA- en Fasttrack EIDE Raid controllers) die een pci UltraATA/66 controller in elkaar geknutseld heeft. Hardware Central heeft een review. Dan nu de vraag die iedere zichzelf in redelijke staat van bewustzijn verkerende tweaker zal stellen: is het sneller?

As you can see from the benchmarks there is very little speed increase. So what is the problem? The problem is that the current hard drives are not fast enough to really utilize the new speed of Ultra ATA/66. If you look at the current SCSI technology you will see where IDE lacks. The tested Western Digital hard drive has a 512KB buffer and a platter rotation speed of 5400RPM. While 512KB is large for an IDE drive, most high performance SCSI drives have at least twice that much. 5400RPM is also a bottleneck when trying to get data to the computer quickly. A noticeable speed increase will most likely not be seen until 7200RPM or 10,000RPM drives are introduced. Be assured that we will do these benchmarks again as soon as one of these drives becomes available.

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Falcon 4.0 review

Door Femme Taken, 1 maart 1999 21:180 reacties, bron: Coolinfo

Avault heeft een review gepost van Falcon 4.0. Leuk voor iedereen, of te realistisch om er nog enige vorm van gameplay aan te beleven?

Before I go any farther I'd like to make a point about the game's overall appeal. Note -- this game is not for everyone! Falcon 4.0 is the most complex, sophisticated, and realistic simulation I have ever come across, and that list includes the likes of Back to Baghdad and SU-27 Flanker. In order to appreciate this title to the fullest you'll need to learn a lot, and this applies to sim jockeys as well as novices. Like any modern aircraft simulation, mastery over instrumentation and readouts will be just as important as the ability to fly, and the F-16C has more than its share of instruments to learn. One such illustration of these complexities is the radar system, which is capable of operating in various ranges and gains, in over ten different modes, including: ACM (Air Combat Mode), RWS (Range While Search), GM (Ground Map) and GMT (Ground Moving Target) to name a few. Flying the "Multi-Role Fighter" F-16 also means you'll need to have command over both air-to-air and air-to-ground weapons systems.

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Nog een dual Celeron

Door Femme Taken, 1 maart 1999 21:160 reacties, bron: Coolinfo

Hardware-One fietst gezellig mee op de dual celeron hype en plant twee Slot1 Celery's op een Gigabyte plank. Hier de basic info over hoe die dual Celeron truc werkt:

Let me give you a technical summary of everything we are doing :

CPU pin #BR1 (bus request pin 1,BTW there is also #BR0) is not connected to land B75 (side B pin 75) on the socket edge, which is necessary for the CPU to assert bus control if CPU ID is 1. Without it SMP is not possible.

However just linking #BR1 to B75 will not work too because #BR1 is connected to V-core which is supplied with 2.0 volts and 1.5 volts is needed for SMP operation. So we drill #BR1 away from the PCB and 'float' it (0v). Next we need to up it to 1.5V by connecting it to a spare contact of RP6.

Ok, now everything else in plain english (I hope) =)

Voor het complete artikel + de plaatjes moet je ff hier kijken.

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Lara in 1999

Door Femme Taken, 1 maart 1999 20:570 reacties, bron: Coolinfo

Coolinfo heeft wat spul over de activiteiten waarmee onze vriendin Lara dit jaar van plan is haar tijd te verdrijven:

Eidos is not letting its mainstay, Lara Croft, rest on her laurels. Although Tomb Raider III was widely criticized as uninspired, the company is moving the franchise forward, first with a special version of the second game in the series called Tomb Raider II Gold. Although the game has been confirmed, Eidos told us details are forthcoming. In addition, a statement tagged onto the end of Eidos' third quarter financials hints that a fourth title in the Tomb Raider series is expected in 1999. Although Core confirmed with the Adrenaline Vault that the original Tomb Raider team is involved with another project, there are ample development resources remaining at Core for another sequel. A query to Core this morning yielded, “Plans for [another sequel] have not been officially confirmed."

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Mark Rein over Unreal 221

Door Femme Taken, 1 maart 1999 20:540 reacties, bron: AGN3D

Mark Rein heeft een posting geplaatst op 't Epic Megaboard waarin hij wat info geeft over de status van Unreal patch 221 (die wonderlijke patch die een enorme snelheidsverbetering voor TNT en Rage128 teweeg zou moeten brengen, maar er na een paar maand dus nog steeds niet is, wat we overigens inmiddels wel gewend zijn van Epic). Hier de blah van Mark:

I spoke with Tim earlier today regarding the status of the infamous 221 patch. Things are definitely moving ahead to get an Unreal update released soon. I don't want to promise a release date (we invariably miss them) but we have made this our #1 priority right now.

So why was this delayed for so long? As you know we're currently working on Unreal Tournament which uses an updated version of the Unreal Engine. It was always a key design goal that the improvements we made to the engine for Unreal Tournament would be implemented as updates to Unreal itself. In this way we could continue to maintain and improve the original Unreal game as we developed new engine features.

This meant that at some point we needed to temporarily stop engine-related development on Unreal Tournament to test the new functionality with Unreal. Things have been going along so well on Unreal Tournament that it was difficult to force ourselves to concentrate on testing the original Unreal with the new code. We also got into a little bit of feature creep. Once we added one new feature, the next feature seemed like an easy step and so on and so forth until we couldn't stop. We apologize for this. We will try to be more disciplined in the future.

Where we stand right now is that we've got a little more testing and cleanup to do on our OpenGL code. It is working well on TNT and now that the ATI Rage 128 is shipping we think it's important to try to attack a few Rage 128 OpenGL issues before we release.

We're not sure what this version will be called. It will likely not be called 221 to avoid confusion with a previously untested 221 version that got accidentally released.

Om de pret compleet te maken ook nog wat info over Unreal Tournament:

One other thing. I know we've talked a lot of about OpenGL lately because that's something we've particularly been optimizing in-house. But work also continues on improving our Direct3D support which we expect to have in really good shape in time for the release of Unreal Tournament. Our goal for the release of UT is to have very robust and reliable support for all the suitable and significant 3D chipsets. Today this list would include: ATI Rage 128, 3DFX Voodoo1/2/3/Rush/Banshee, Permedia3, Savage3d/Savage 4, Riva TNT and generally any chipsets that deliver performance and features comparable to these and have reliable, robust drivers for either Direct3D or OpenGL. Of course Unreal Tournament will also support our great software renderer so anyone with a suitable machine (minimum: P200MMX, 32Mb of RAM, Windows 95/85/NT4) will be able to play it whether they have a 3D card with one of these chipsets or not.

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Gamer's Guide to EAX

Door Femme Taken, 1 maart 1999 20:480 reacties, bron: AGN3D

3D Soundsurge heeft een artikel op z'n site geparkeerd waarin in het kort de features van EAX1.0 beschreven worden. Errug handig als je op het punt staat een nieuwe soundcard te kopen (SBLive of MX300?).

Hier alvast een pluk info over reverb effecten:

To create the reverb effects you can either use the geometry of the room and do the calculations how the soundwaves bounce around the rooms or do a reverb engine where you simulate different kind of environments without having do actually process the geometry information. Current hardware can't process all the reflections but Aureal choose to actually calculate the first order reflections (up to 60 reflected sound waves at any time) while Creative instead made the choice do a reverb engine and let the developer choose what kind of environment the users are located in. Creative made that choice because they think it's easier for the developer to implement, offers more flexibility for the level designers and requires less processing power.

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Unreal Tournament preview

Door Femme Taken, 1 maart 1999 20:370 reacties, bron: Voodooextreme

PCParadox.com heeft een leuke preview van Unreal Tournament in elkaar gedraaid:

Unreal surely made a great impact on gamers throughout the world. After all, Unreal set the standard of first-person shooters, great graphics that were smooth running (with those dual K7's ;), stunning sound, and an innovative story to accommodate it. Now, the thirty-one players allowed in each multiplayer game can duke it out using great arsenal in more than enough arenas of death, as well as engaged in combat with the new and improved AI bots. Many improvements of the multiplayer, and graphics lineage have been made in Unreal Tournament, and with the 30 multiplayer levels, this game spells continuous entertainment for months.

...en de rest kun je vinden bij PCParadox.com.

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Savage3D tweaked drivers

Door Femme Taken, 1 maart 1999 20:280 reacties, bron: Voodooextreme

Fachman heeft een nieuw setje getweakte drivers voor de Savage3D:

Fachman`s tweaked drivers revision 2.6 (based on 61311 BETA) Edition designed for DirectX 6,1 Final For the complete installation instruction look in the directory FAQ i have added the proper Bios settings for Mainboards also

Het ding kun je hier halen, voor meer info zie Voodoo Serwis PL.

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3Dfx multiplatform support

Door Femme Taken, 1 maart 1999 20:230 reacties, bron: Voodooextreme

3Dfx gaat developers een handje helpen met het bakken van 3Dfx ondersteunende zachtwaar voor alternatieve platformen, waaronder Linux. Hier wat info die 3Dfx naar aanleiding van de Linux World Conference in een press release verstopt heeft:

To mark the opening of the Linux World Conference and Expo, 3Dfx Interactive(R) Inc. (Nasdaq: TDFX) today announced it is launching a broad effort that will enable developers to create content for 3Dfx Voodoo(R) accelerator products on several platforms, including the popular Linux(R) operating system. As part of a multi-faceted program, 3Dfx launched several new sections of its Web site today to serve as a resource for developers using Linux and other operating systems based on UNIX(R). The company also announced that it is releasing 2D specifications for Voodoo Banshee(TM), its award-winning graphics accelerator, to the Open Source(TM) community.

Available at http://www.3dfx.com, the new Web content is designed to help developers create games, interactive content and visual business applications for 3Dfx Voodoo acceleration technology. On the 3Dfx Web site, developers will find Voodoo Banshee 2D specifications, 3Dfx Glide(R) libraries for Linux (developed for 3Dfx and Linux users by independent software developer Daryll Strauss), and links to Mesa, an OpenGL(R) compatible library for Open Source platforms.

"This effort further extends our reach into the development community, which has always been critical to our success," said Scott Sellers, senior vice president of product development at 3Dfx Interactive. "By taking steps to ensure that key 3Dfx software drivers and APIs support Linux and other platforms, we are providing game and software developers with the chance to create content for their preferred graphics platform using their favorite development environment."

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Test versie Quake3 gelekt!

Door Femme Taken, 1 maart 1999 19:290 reacties, bron: GoT

Een test versie van Quake III, bedoelt voor compatibility testing, is gelekt! Hier de reactie van id Software op Dimension 128, die het op z'n beurt weer van Blue's News geript heeft:

A version of the IHV (independent hardware vendor) test has been leaked . The leaked version is used for the sole purpose of internal testing and contains no real levels. It serves no purpose other than for hardware vendors to test and optimize features such as multitexture and compiled vertex array implementation. It contains no playable maps. Some maps are specific for testing oversixed textures, extreme texture aspect ratios, and high polygon outputs (much higher than normal maps). We hope the public is aware that this leaked test is useless to them and illegal to have in their possession. This material was given under NDA and its sole purpose for distribution was for hardware vendors to test out various features. We're flattered that so many people are interested in getting their hands on the game, but what is out now is not a game, nor is it the test that will be out in about a month. Trying to play the IHV test will only lead to frustration.

Het dingetje is 17Meg groot en kun je van de volgende mirrors neerladen:

- Quake2.zip: 1 / 2 / 3
- tim_dm2.bsp: 1 / 2 / 3

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Camino chipset gedelayed

Door Femme Taken, 1 maart 1999 03:410 reacties, bron: webmagix

ZDNet bericht dat de Intel Camino chipset gedelayed is. De belangrijkste features van de Camino chipset zijn support voor 133MHz FSB, Rambus, 4x AGP en UltraATA/66. We moeten dus nog wat langer wachten (herfst '99) voordat we hier gebruik van kunnen maken. Anderzijds biedt dit meer kansen voor AMD met z'n K7.

Hier wat info uit het artikel op ZDNet:

Though it may disappoint some IT managers, who were looking for the chip set to alleviate performance bottlenecks in graphics and memory, Intel will not offer an interim technology, such as 133MHz SDRAM.

Rambus Direct RAM, or RDRAM, developed by Rambus Inc. and licensed by Intel and other semiconductor makers, is a new kind of memory used by the chip set. The delay results from difficulties getting the technology, which promises memory that operates at up to 800MHz, into volume production, said Pat Gelsinger, vice president and general manager of Intel's desktop products group.

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Socket370 CPU's van Cyrix?

Door Femme Taken, 1 maart 1999 03:320 reacties, bron: AGNhardware

3DGaming.com heeft nieuws over Cyrix, die zoals het er naar uit ziet CPUtjes gaan bakken voor socket370. Hier wat info uit het nieuwsartikel:

S Cyrix Corp. plans to mass produce and ship a Socket 370 Celeron compatible CPU (MXs) in July. This is the first appearance of a [non-Intel] CPU which can use the sockets used by Pentium II/Celeron [ed. Socket-370 to Slot-1 adapters?]. The chip is an expected to sample in April.

It is said that the clock speed will start at 400MHz and will eventually reach about 600MHz in the future and includes improvements such as 3DNow! insturctions. (The new CPU core, Cayenne, will use a completely different FPU than the older Socket 7 M-II.) It is said that the floating point performance is about 30% faster than an equivalently clocked Pentium II.

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3D beeld zonder bril

Door Femme Taken, 1 maart 1999 03:280 reacties, bron: AGNhardware

Wired News heeft wat info over een nieuwe door een paar engelse slimbo's uitgevogelde technologie waarmee het mogelijk is om 3D beelden weer te geven zonder 3D brilletje:

Like 3-D movies viewed through colored glasses, the display exploits the principles of stereo vision, or stereopsis. When slightly different images of a scene are presented to each eye, the viewers' brain stitches them together to create an illusion of depth.

However, unlike competing displays that use a system of bars or directional filters to beam different images to each eye, this screen uses a backlighting system inspired by holographic techniques to direct the different images to the eyes.

Like a standard video signal, the images are interlaced and presented simultaneously: All the even lines in the image are directed at one eye, all the odd lines directed at the other. As long as the viewer is in the right spot, objects appear to hover anywhere from 8 inches in front of the screen to 16 inches behind it.

Errug koel!

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Silicon Graphics kiest voor PIII

Door Femme Taken, 1 maart 1999 03:230 reacties, bron: AGNhardware

Weinig opwindend nieuws, maar onze vrienden van Silicon Graphics gaan dus ook PIIItjes toepassen in hun -die willen we allemaal hebbuh- Visual Workstation. Hier wat geblah uit de press release:

Silicon Graphics, Inc. (NYSE:SGI) today announced that it will offer Intel's new Pentium® III and Pentium III XeonTM processors at speeds of up to 550MHz in its new Silicon Graphics 320TM and Silicon Graphics 540TM visual workstations. The new Intel® Pentium III and the Pentium III Xeon processors feature more than 70 new instructions that further enhance the visual computing performance of the Silicon Graphics family of visual workstations. Available immediately, the Silicon Graphics 320 visual workstation, with an Intel Pentium III 450MHz processor, is priced starting at $4,065 U.S. When shipped with an Intel Pentium III 500 MHz processor, the Silicon Graphics 320 visual workstation is priced starting at $4,365 U.S. All Silicon Graphics 320 standard and recommended configurations will have the ability to upgrade to a new Intel Pentium III processor.

"Silicon Graphics' new visual workstations provide the industry with a truly differentiated product that is able to exploit the most advanced performance improvements in our processor technology," said Anand Chandrasekher, general manager, Intel workstation products division. "We are pleased to see the continued level of excellence and innovation Silicon Graphics is providing using Intel architecture."

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Thrustmaster Fragmaster review

Door Femme Taken, 1 maart 1999 03:210 reacties, bron: webmagix

Joshua an AGN Hardware heeft een review gebouwd van Thrustmaster Fragmaster, een super wazig vormgegeven joystick speciaal voor de Quakers en Half-Lifers onder ons. Hier een plak info over de handling van het ding:

I found the Frag Master to be a bit sluggish.  In almost every game I tried (Quake II, half-Life, Shogo, and Klingon Honor Guard), I found myself begging for more from the controller.  It just seemed that if the controller had been responding a bit faster, and eliciting faster movements then I would have liked it more.  The basic movements of running, jumping, and side-stepping all were decently re-created by the Frag Master.   The digital control provided by "Direct Connect" came off as more of a hindrance than anything else.  I found that I missed the analog feel of moving around with my mouse and keyboard quite a bit.  I certainly did not feel like I had been relieved of the keyboard burden by using the controller, but with some practice it became a bit more usable.

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Sharky Extreme over Metabyte SLI

Door Femme Taken, 1 maart 1999 03:130 reacties, bron: AGN3D

Sharky Extreme heeft een bezoekje gebracht aan Metabyte alwaar wat leuke hardware werd gedemonstreerd, waaronder de TNT SLI:

…..And work it does. We saw several benchmarks running live, including Quake2, Incoming, Forsaken, and 3DMark99. First we witnessed a single Banshee card running through the paces, and in each case it performed as we're used to seeing it perform. When SLI was engaged, the image quality remained the same, but performance scaled upwards dramatically. We saw gains of 40%+ in most of the marks, and image quality was both consistent and satisfying. This is a similar boost that we've witnessed when adding a second Voodoo2 into a system and engaging SLI.

Verder nog wat info over wazige projecten van Metabyte, waaronder een 3 monitor 3D dingetje. Ga maar kijken bij SE voor hun review.

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ATA/66 technology review

Door Tweakers , 1 maart 1999 02:520 reacties

Anandtech heeft een verhaaltje over de technieken achter ATA/66, de nieuwe standaard voor IDE schijven. Hier heb ik even het introotje gecopy-pasted :

Back in 1997, with Intel's release of the i430TX chipset one of the most highly boasted features of the new chipset standard was its support for the Ultra ATA/33 hard drive interface standard. Ultra ATA/33, by definition, allowed for burst transfer rates of up to 33.3MB/s for compliant EIDE devices over the PCI bus. Ultra ATA/33 was, at the time, the latest attempt at a low-cost competitor to the high-end SCSI standard for storage devices. The reason for the move to Ultra ATA/33, which was an effective doubling of the previous burst transfer rate standard for EIDE devices (DMA Mode 2 - PIO Mode 4) was basically because of the internal improvements in EIDE hard drives, making the drives reach a point where they could retrieve data internally faster than they could send it to the host controller. The situation provided a bit of a dilemma, as any case where a performance bottleneck is present would, in this case, the easiest solution came in the form of the Ultra ATA/33 standard which doubled burst transfer rates and bought the industry a couple more years until the performance bar needed to be lifted once again.

For those of you that were in to computer hardware when the TX chipset became popular it's quite difficult to remember exactly when Ultra ATA/33 took off, as it was a highly criticized "feature" due to its relatively small performance improvement over previous standards. Today, if you look at any EIDE hard drive, chances are you won't find anything that isn't Ultra ATA/33 compliant, isn't it funny how changes come to be?

Just as the industry reached that limitation in 1997, the time for the next "big" jump in hard drive interface standards is upon us, let's say hello to Ultra ATA/66.

Wil je meer weten lees dan hier...

1337

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