Recent content by Knux

  1. K

    Powervr Sgx 530 Reference Guide

    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
  2. K

    Powervr Sgx 530 Reference Guide

    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
  3. K

    Pandora How Much Performance Can Give The Pandora Gpu

    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...
  4. K

    Pandora How Much Performance Can Give The Pandora Gpu

    yeah, but the question is, how big is the texture cache??
  5. K

    Pandora How Much Performance Can Give The Pandora Gpu

    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.
  6. K

    Pandora How Much Performance Can Give The Pandora Gpu

    yeah, I heard from somewhere that the OMAP 2 had Quake 3 running with 640 x 480 resolution at over 30 fps.
  7. K

    Pandora How Much Performance Can Give The Pandora Gpu

    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.
  8. K

    Gigabyte M528

  9. K

    Gigabyte M528

  10. K

    Pandora Vs Eee Pc Specifications

    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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