Home

News

Forums

Hardware

CPUs

Mainboards

Video

Guides

CPU Prices

Memory Prices

Shop



Sharky Extreme :


Latest News


- Elpida Shrinks Down its 65nm 1-gigabit DDR2 Chips
- Albatron Downsizes with the KI780G Mini-ITX Motherboard
- AMD Rolls Out the ATI Radeon HD 4350 and HD 4550 Graphics Cards
- Acer Releases New High-Performance Aspire Notebooks
- OCZ Launches the HydroFlow HF-MK1 CPU Waterblock
News Archives

Features

- SharkyExtreme.com: Interview with Microsoft's Dan Odell
- SharkyExtreme.com: Interview with ATI's Terry Makedon
- SharkyExtreme.com: Interview with Seagate's Joni Clark
- Half-Life 2 Review
- DOOM 3 Review

Buyer's Guides

- September Extreme Gaming PC Buyer's Guide
- July High-end Gaming PC Buyer's Guide
- May Value Gaming PC Buyer's Guide

HARDWARE

  • CPUs


  • Motherboards

    - AMD 790GX Chipset Review
    - Gigabyte GA-MA790FX-DS5 Motherboard Review
    - AMD 780G Chipset Review

  • Video Cards





  • SE: Since you re quite familiar with environment mapped bump mapping as seen on the G400 and in the Direct X 6 Specs can we expect you to have a full implementation in the Glaze 3D architecture?
    Mika Toumi: Yes, as original inventors of the technology we definitely support it fully.
    SE: As we ve gathered the Glaze 3D architecture was initially meant for licensing but now you ve decided to market it yourselves, what triggered this?
    Mika Toumi: We have decided to make it to silicon, but not to become yet another 3dfx or nVidia as they sell the boards directly to end users also. We are looking for a strong parter(s) who have existing market to team with.
    SE: You list your Glaze 3D as a quad-pixel pipeline @ 150Mhz with a fillrate of some 1.2Gtps, 4 x 150 only equals 600Mpps, does this mean that each of the pixel pipelines supports two texels per clock?
    Mika Toumi: Exactly, every pixel has two textures for free.
    SE: In your SIGGRAPH report you mention DXTC texture compression support, what kind of compression ratio/performance does this method have on the Glaze 3D, is it comparable to the S3 Savage 4 architecture that Microsoft has licensed for DirectX?
    Mika Toumi: It is the S3 implementation that they licensed to Microsoft. Just like Matrox has the Environment bump-mapping that we licensed to Microsoft.
    SE: You mention full-scene order independent Anti-aliasing, how is this produced, via an accumulation buffer or downsampling from rendering at increased resolution internally?
    Mika Tuomi: We have accumulation buffer, downsampling and also our proprietary hardware algorithm to do full scene anti-aliasing.

    SE: Will there realistically be a PCI version of the Glaze 3D? If so how would it compare to the AGP version in terms of performance?

    Mika Toumi: Of course we decide that based on the market need. And the performance depends on the application. If the application is using direct AGP texturing from system memory, it won't be as fast with PCI version.




    Copyright © 2002 INT Media Group, Incorporated. All Rights Reserved. About INT Media Group | Press Releases | Privacy Policy | Career Opportunities