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  • NVIDIA is banking on T&L, 3dfx on their T-Buffer next year but S3 has opted to spread their wings a little further. Their main beef seems to be with increasing frame rates and especially in games that make use of multitexturing techniques. The Savage 2000 3D engine sports perhaps this industry's first dual pixel/dual texture pipeline, though 3dfx [and the Bitboys?] is also rumored to be doing something similar. This is great news for Quake III: Arena as the benchmarks show at the higher resolutions. Frame rates in games using multi-texturing rendering techniques, should (in theory) increase quite significantly just like Quake 3 and be more efficient than other/older single pixel/dual texture 3D architectures. On paper, S3's decision to use single clock four texel architecture looks really sensible. For a visual explanation see the flow-chart below:

    Another new addition to the Savage 2000's 3D architecture is the QuadTexture engine- the first of its kind. A spin-off of the Dual Pixel/Dual Texture pipeline, Quad Texturing will give game developers the tools necessary to improve upon image quality further than before. As games in 2000 are indeed set to use multi-texturing and four picture elements per pixel may become a 'standard' as it makes room for a main texture, detail texture, bump and lighting maps so all the decorative aspects for a pixel can go through the pipe in one cycle The ability to compose four textures on a pixel in a single cycle is certainly intriguing. Watch this space… because S3 might hold an ace here.





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