Kyro uses region-based rendering which has several bandwidth
friendly attributes: namely, on-chip depth-testing, early hidden
surface removal and deferred texturing. An on-chip 32-bit mini-
framebuffer results in superb 16-bit quality, efficient FSAA and
multi-pass rendering. The tradeoffs are a tripling of geometry
bandwidth, scene buffer storage on video board memory and
labored texture filtering. The increase in geometry traffic is currently
small compared to the depth-buffer and texture bandwidth savings.
Kyro will better withstand the inevitable rise in texture layers than its
contemporaries, on the proviso that scene geometry will not have
increased in double-digit multiples.
Despite the afore-mentioned advantages, developer support for
PowerVR has waned. There is a need to open up developer support
and raise developer awareness. In addition, Kyro's performance
headroom may be limited by architecture. The other challenge at
hand would be to integrate hardware transformation and improve
performance headroom.
Footnote: There were stability issues related to enabling AGP 4x on
the test system. For Kyro, there were also unpredictable instances
of frame skipping.
Kert Chian
Contributing Editor