Слайд 2Rampage
THE developer’s reference platform, and the most powerful graphics platform
available for the personal computer for the year 2000.
As big
a leap forward in 3D graphics for the PC as the original Voodoo Graphics
Слайд 3Rampage Key Features
17M Triangles/s
800MP/s fill rate
4 fully featured pixels per
clock
Multi-sample antialiasing
Enhanced 3dfx T-Buffer technology
Integrated geometry co-processing
Radically new 3D features
AGP
4X with Execute Mode
16MB to 128MB frame buffer
New, full featured video architecture
Слайд 4Rampage
More Pixels
Fill rate is the most important factor for real-time
3D
800 MPixels/sec
Single chip offers higher fill rates than 2-way Napalm
SLI
Photo-realistic Pixels
Up to 8-textures per pixel w/o multi-pass rendering
Greater than 32-bit pixel rendering
Multi-sample antialiasing
Enhanced T-Buffer technology
Optimized Geometry
Balance geometry load with CPU
Enable developer differentiation
Слайд 5So what will it look like?
Enables complex, realistic scenes
250k triangles
per frame
8 textures per pixel
Huge amounts of textures (over 100MB)
Full-scene,
multi-sample AA
HyperColor
@ 60 frames per second
Слайд 6Rampage Performance
800 MPixels/sec
16-bit, bilinear filtered, single textured, 24-bit compressed textures
w/fog
400 MPixels/sec
16-bit, bilinear filtered, dual textured, 24-bit compressed textures w/specular
and fog
200 MPixels/sec
16-bit, bilinear filtered, quad textured, 24-bit compressed textures, 4-sample AA, w/specular and fog
100 MPixels/sec
32-bit, bilinear filtered, 8-textured, 24-bit compressed textures, 4-sample AA, w/specular and fog
Слайд 7Bandwidth Engine
128-bit memory controller
200+ MHz DDR SG/SDRAM
16-128MB of local frame
buffer memory
100% support for AGP 4X including execute mode &
fast host writes
Arbitrary Render Targets (P-Buffers, etc.)
Rendered image can be used as texture
Internal crossbar architecture for additive memory bandwidth
Improves memory BW efficiency
6.4GB/sec frame buffer memory bandwidth (using 200 MHz DDR)
Highly efficient memory utilization, optimal fetch granularity
Intelligent look-ahead and page pre-charge
Flexible per-surface memory organization, block, tiled and linear
Слайд 8Bandwidth Engine
Integrated AGP4x Bridge
Full support for all AGP4X features
Support for
AGP4X SLI
Fast Host Writes
Execute Mode
Up to 4-way SLI
1 Rasterizer: 800+
Mpixels/sec
2 Rasterizers: 1.6+ GPixels/sec
4 Rasterizers: 3.2+ GPixels/sec
Optimized raster pattern for SLI
Greatly improved SLI efficiency
Слайд 9RezN8 Texture Array
Up to 8 textures w/o multipass rendering
8-way associativity
Many
patents (10+)
High precision iterators
Register based combiners
Out-of-order texturing
Texture Recirculation & recursion
True
Bump Mapping w/environment mapping
Programmable Filter Kernel (per texture)
Bilinear
Trilinear
Programmable Anisotropic - up to 128-tap (16 trilinear x 8 sample in single pass)
Слайд 10RezN8 Texture Array
Enhanced T-Buffer
Sub-sample, full scene antialiasing
Motion blur
Depth of field
Soft
shadows
Soft reflectance
Increased sampling size of up to 8, 16 samples
with 2-way
At 16 samples you achieve “Bug’s Life” quality
Слайд 11RezN8 Texture Array
Multiple Patents-pending texture bandwidth amplifier
Patented 2-stage architecture
Very high
efficiency w/o huge die area penalty
Supports compressed & uncompressed textures
64-entry
Flexible
Texture compression engine
Supports Microsoft texture compression
Supports 3dfx patent-pending texture compression
Color Combine Unit
Highly programmable
Virtually N x N or N + N color combine modes
Unique color iterator per texture
Iterate specular w/o performance cost when multi-texturing
Слайд 12RezN8 Texture Array
Radically advanced Bump Mapping
High quality bump mapping: ReN8
Texture Array bump mapping track the light in true 3D
rather than DX7’s 2D
Dynamic bump mapping: using 3 or more textures
Smooth bump mapping: Smooth seams across polygon edges.
Procedurally generated effects
The more textures the better
Having flexible recursive texturing is critical, and makes the effects look substantially better.
The generality of the math unit allows it to dynamically generate particle system effects (not just play back of movies or CPU generated data) such as fire and explosions.
Слайд 13Coherent Pixel Engine
Sample Engine antialiasing
Sub-sample, full-scene antialiasing
No performance penalty for
multi-textured cases
No order requirement
No API changes
SGI Infinite Reality-like
4 fully featured
pixels per clock
16-bit or 32-bit color rendering to frame buffer
16-bit or 24-bit integer or floating point depth buffer
8-bit stencil buffer
Patent-pending frame buffer cache
Reduce off-chip frame buffer bandwidth
Слайд 14Rampage Graphics Pipeline
All internal calculations at 52-bits precision
13 bits signed
per component
Iterated alpha
OverBright lighting
Reduces the darkening inherent in multi-texture rendering.
Слайд 15Geometry
Optimized Geometry Acceleration w/Viewport transform & Clipping
Reduces CPU requirements by
moving the W reciprocal calculations into hardware.
Performs viewport transformation in
HW
Performs color and texture coordinate scaling to reduce driver overhead.
Truly balanced solution optimizing cost of subsystem vs. CPU performance
What the developers have been asking for
Move transform and clipping functions to hardware
Leave lighting on the host side
Provides developers with improved performance and the ability to differentiate through lighting and multiple textures
Слайд 16Setup Engine
17M triangles per second peak
Fully pipelined, floating point triangle
setup
IEEE SP Floating Point
Early guardband primitive rejection
Accepts fully featured D3D
TL verticies
Patented triangle-filling technique
Support for strips, fans and meshes
Backface culling
Floating point sub-pixel correction
Supports 8 simultaneously active clip regions
Support for OpenGL lines (wide & stippled) with support for AA lines.
Слайд 17Delivered Performance
Frame rate on Unreal @ 16-bit color with multi-sample
AA @ 1600x1200 (7.68M texels @ DC 2.2)
Banshee
Voodoo3
Rampage
1 fps
4.7 fps
47.3
fps
10x Faster!
Слайд 18Rampage Video Engine
New Video architecture ... from the ground up
350
MHz 10-bit RAMDAC with independently programmable gamma
VIP Port 1.1 w/2.0
extensions - including ability to support HDTV resolution data rates
1920 x 1080 @ 60i
Support for industry standard encoders & decoders.
Support for industry standard MPEG-2 decoders.
Слайд 19Rampage Video Engine
Motion Compensation
8 tap X, 4 tap Y video
filtering w/programmable coefficients.
De-flickering
Bob, Weave & adaptive de-interlacing
Scaling
Adaptive Cross Fading
VBI support
Flat
Panel Support w/external transmitter
Слайд 20Rampage 2D
Worlds fastest 2D
Derived from Voodoo3 2D
Optimized to take advantage
of Rampage’s massive memory bandwidth
Support for full AGP execute modes
Delivers
highest performance available
Слайд 21Physical Design
.18 micron
200 MHz typical frequency
~8W
~18M transistors
Слайд 22AIC Configurations
1-way Rampage
32 / 64 / 128MB
800MP/s
2-way Rampage
64 / 128MB
1.6GP/s
4-way
Rampage
128 / 256MB
3.2GP/s
Слайд 23Rampage Development
Rampage is the first product at 3dfx to be
developed via emulation
Reduces time to market and increases confidence in
the architecture
Provides robust
First silicon
Initial drivers
Emulation has proven invaluable to this development
Most blocks emulated and functional at this time
Слайд 24Rampage Schedule
Product schedule
A0 TO 10/13/99
Samples 02/08/00
Qual units 03/01/00
Pilot production
04/01/00
WHQL 04/01/00
Production 04/15/00
This is a conservative schedule based on the
fact that this is a “from gate zero” new design