I should've known. This is basically an updated version of the one that was already posted. The only difference i see, is the name SGX 530 being changed to plain SGX. Yeah and it is pretty useless. my bad
I don't think this has been posted before. Worth a look. http://www.ti.com/litv/pdf/spruff6b
EDIT: for more recently issued documents go to this link: http://focus.ti.com/dsp/docs/dspsupporttec...6&Input3=Go
If I'm not mistaken, fillrate when using AA in TBDR's doesn't take that much of a hit and it's definitely a reasonable trade-off to have it enabled. Bilinear filtering is also absolutely free, disregarding memory usage.
Is it really?? Excuse my ignorance, but is DOT3 per-pixel lighting possible...
Even if you do use 16bit textures it won't make that much of a difference in quality/performance anyways, considering the GPU has 32bit internal true color (ITC). But texture compression definitely needs to be taken into account.
absolutely!! way more advanced. For starters, the gpu in dreamcast didn't even have hw t&l. This GPU, not only is it clocked higher than the DC powervr, it's much more advanced in terms of architecture. Unified shaders are present in this GPU, that should be enough to answer all your questions.
Are you saying that a GPU without even a hardware T&L, let alone normal vertex shaders (GMA900) better than one with UNIFIED SHADERS (PowerVR SGX)!!!?? And how else would you measure performace other than the polygon count and fillrate?? Benchmarks aren't accurate anyway since they're designed...
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