English translation of French article from: http://france.gagames.com/tech/rage128.html
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. Here it is, I am able finally to offer an exclusive article to you on
PHS. Nothing less than astonishing this article treats forthcoming chip
of ATI, RAGE 128. Indeed, ATI is the first company in which I had a contact.
Thanks to this contact, I have true first hand hardware now, then level
you.
ATI has always
had a presence in the world of the display, and this as well on the level
of the graphics boards as to that of the cards TV, MPEG... Indeed, the
cards of the Canadian manufacturer were especially famous for their multiple
capabilities (Rage 2 was an old chip 2D/3D like Virge and having an output
TV, the Rage Pro is a chip 2D/3D with output TV, decompression MPEG...),
and not inevitably for their performances: not the Rage Pro was definitively
not Voodoo killer.
And then more
nothing: since this last chip 2D/3D which made its glory at OEMs, ATI did
not come out anything any more. Better, whereas all its concurents major
(3Dfx, NVIDIA, Matrox) announced (very in advance) here and there their
next chips, the coyotes of ATI did not do anything of it. After the outputs
of Voodoo then TNT, G200, Savage 3D, Banshee, everyone were said: "
Good, ATI loupé notches it like S3 in its time ". Eh well not:
ATI has delay, but ATI did not loupé at all notches it: they had
in preparation RAGE 128, processor 2D/3D of third generation (like the
TNT, Savage 3D...).
RAGE 128 will
be declined in two versions: the RAGE 128 GL, intended for the workstations
OpenGL and general public (plays 3D), and the RAGE 128 VR for OEMs.
Let us see
a little which are the design features of this chip:
- Graphics
processor 128 bits
- Support of
the SDRAM and GDR SGRAM (Double Dated Spleen SGRAM)
- Support optionel
of an output TV and a unit of video capture
- The techniques
used by RAGE 128 are: the technology of returned super scalar (speed 2D
and 3D), Twin architecture Hides (meeting of the masks textures and pixel
from where increase in the bandwidth), Multitexturing on the way (following
the example of Voodoo and TNT), and finally a very optimized management
of the AGP.
- Decoding
MPEG-2 (thus DVD) in hardware, therefore with little use of the CPU
- Optimization
DirectX 6 and OpenGL
- RAMDAC to
250 MHz. Perfect stability until in 1920x1280 in true color
The functionalities
3D of RAGE 128:
- Complete
alpha blending
- Fog based
on a table or a vector
- Dynamic lights
- Reflection
- Shades
- Bump mapping
- LOD biaising
- Morphing
of texture
- Z-buffer
in 16, 24 or 32 bits
- Returned
into 16, 24 or 32 bits
- Stencil plane
RAGE 128 will
be equipped with 16 or 32 MB of memory (SDRAM with up to 143 MHz, GDR SGRAM
up to 125 MHz for a bandwidth going up to 2 GB/s, equivalent to AGP 8x...).
Here the diagram
of operation of RAGE 128:

Good on the
level of the functionalities 3D, all goes well, it is " standard ".
RAGE 128 does not have anything to envy its concurents, except perhaps
with RIVETTED TNT, which can make him anisotropic filtering, better than
the bi/tri-linear. But good, to take advantage of this filtering, it is
necessary that the object is more or less detailed according to its dimension.
The technology
of manufacture is obviously the 0.25 microns (little dissipation of heat,
high frequencies). On the level of fill-misses theoretical (with memory
to 125 MHz and a frequency of 100 MHz), one is still in the same category
as the TNT: 200 MPix/s in single texturing, 100 MPix/s into dual texturing
(RIVETTED it TNT, for the moment, has memory to 112 MHz and is given rhythm
to 90 MHz, therefore 180 MPix/s in single texturing, 90 MPix/s into dual).
In any case, RAGE 128 carries out as the TNT the multitexturing on the
only one way, without loss of performance.
Now, I propose
to you to return in the details, and it is there that the article becomes
an exclusiveness.
Here photographs
of screens illustrating the principal functionalities of chip, thus q'
a photograph of Quake 2. They have warp taken with the following configuration:
Pentium 2 450 MHz, 128 MB of SDRAM, XPert 128 (RAGE 128) 16 MB SDRAM, DD
10 GB, Windows 98 and Windows NT 4.0. The drivers used are the following:
Beta bluid 15 pennies 95/98, Beta build 06 pennies NT. The photograph of
Quake 2 was made under NT, so that it cannot have cheating on the level
of the ICD OpenGL (under NT, not of wrapper Direct3D/OpenGL such that of
G200 under 95/98). ATI thus has well already a OpenGL driver. For
Quake 2, images in high resolution will follow (the card will go up in
1920x1200x32).
Quake 2:


Good first
image, not of comments, one sees well that Quake 2 charges all the possible
OpenGL modules, that returned is in 32 bits, Z buffer of 24 bits.
Force is to
notament note that quality is not far from the perfection, qu level of
the mip-mapping of the ground, one does not observe " breaks ",
all is done carefully. The colors they also are irreproachable (it is all
the same of the 32 bits). The lights are well contrasted, neither too dark
nor too clear as on certain chips. No the dithering either. In short, of
the good job.
Rage Rawning
Demo:
It is a demonstration
developed by 3D Forges in order to show the possibilities of RAGE 128 (apparently
there was a small problem with these images, they do not appear very beautiful).

Good it is
traditional, one will not comment on on top. It is an animal (finally...)
plating of textures.

That it is
an example of multitexturing. This method already was implemented and functions
with Direct X 6. Three operations are applied to the polygon:
- Firstly,
the affected plating of texture to the first engine of returned (rendering
engine # 1)
- Then the
rendering engine #2 carries out Gloss map (plating of the one second texture
offering this effect of varnish, of brightness)
- Finally the
reflection is calculated by the lightning engine (driving effects of lights)
at the end of the chain.
All that being
realized on the only one way.
Third example,
Bump Mapping (here, DX6 emboss map), which is very à.la.mode these
times.

This technique
makes it possible to simulate an effect of relief on textures. Here is
how RAGE 128 carries out it:
- Plating of
texture (rendering engine # 1)
- Height Map
(the second texture containing information of altitude, applied by the
rendering engine # 2)
- Application
of the source of light on the first texture, according to the altitude
provided by Height Map. This application is dealt with by the lightning
engine.
Obviously,
RAGE 128 carries out Bump Mapping on the only one way (to you had included/understood
it, it is because each engine is used only once).
I now will
show you why Single Pass Multitexturing (multitexturing on the way) such
as one finds it in RAGE 128 or RIVETTED it TNT is better than Multi Pass
Multitexturing (multitexturing on several ways) such as one finds it in
G200, Savage 3D and Voodoo Banshee:
Here stages
of Single Pass Multitexturing with a processor such RAGE 128 (provided
with two rendering engines):
- Reading textures
1
- Reading textures
2
- Reading Z-Buffer
- Writing Z-Buffer
- Writing pixel
Five stages
and a maximum quality, without effects of dithering.
Let us see
Multi Pass Multitexturing now (with only one rendering engine)
- Reading textures
1
- Reading Z-Buffer
- Writing Z-Buffer
- Writing pixel
(if rendering 16 bits, dithering 16 bits)
- Reading textures
2
- Reading pixel
(in 16 bits if display 16 bits)
- Reading Z-Buffer
- Writing pixel
Eight stages
and a less quality because of the effect of dithering. It is clear that
the future is in Single Pass Multitexturing (implemented in the plays OpenGL
and Direct X 6). It is not thus in my opinion not viable to provide itself
with a card of not implementing this function.
RAGE 128 thus
has three engines: two of returned and for the effects of light. It is
that which allows Single Pass Multitexturing, as well as Single Pass Bump
Mapping.
I did not
speak about the part 2D (one tends to forget it lately). Know that it will
be doubtless on the level of the remainder, therefore very good (with performances
appears étonantes under Windows NT).
I will finish
with some precise details on the level of the performances. RAGE 128 will
thus be placed concurent direct RIVETTED TNT on this level. But the Canadian
company has of other goals: ATI hopes well to infiltrate the market of
the professional cards 3D (it is besides for that that you can really count
on a ICD OpenGL as of the output of the cards). I have figures, but I will
not communicate them (in all manners, I will publish figures whom I will
have carried out myself). I can say all the same to you that it is on the
level hopes that you can place in RAGE 128.
Then, on the
level of returned, you can discount something of as beautiful as the TNT,
if not more: indeed, RAGE 128 carries out all its calculations in 32 bits,
therefore the quality of a play or a scene 16 bits will be certainly better
on this chip than on the TNT.
Here offers
that ATI will propose:
XPERT 128:
16 MB of SDRAM (nonextensible), AGP2x, in the 1000 FTTC (without bundle).
RAGE MAGNUM: 32 MB of SDRAM (nonextensible), AGP2x, in the 1500 FTTC (without
bundle), intended for the workstations of input of range.
RAGE FURY: 32 MB SDRAM (nonextensible), left TV, AGP2x, in the 1700 FTTC
(without bundle).
All will décompresseront
the MPEG-2 in hardware (the FURY will have at more one output TV). They
will be compatible with Windows 95/98 and Windows NT4, then Linux later
(when XFree implements chip). The cards will be initially with format AGP,
then ATI will launch a version NCV at the beginning of 1999. RAGE 128 is
thus announced like an excellent chip, complete (like the Rage Pro), but
which has the possibility of eclipsing the concurence thanks to its quality
(as well on the level performances as on the level quality of returned).
All this, of course, under the condition which the Canadian company holds
its promises (notament those of times, first cards being scheduled for
December).
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