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- 17.03.2001
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gladiac je napisao(la):Da li sam ja to dobro video ili se pominje triple head. pa na sta ce da lici ta kartica?
DX9, 4 pipelinea, 3 glave, ti bre ko da si dvoglavi, pardon, troglavi arapin
gladiac je napisao(la):Da li sam ja to dobro video ili se pominje triple head. pa na sta ce da lici ta kartica?
byMaX je napisao(la):MATROX IS ON THE ROAD AGAIN!!!
Magick, idemo li na pivo!!?? Ovo mora da se proslavi!
Uzbuđen sam samo tako!
Ovo se ne dešava svaki dan!
gladiac je napisao(la):Pasivni hladjenje i nije bas neki tehnoloski napredak.
The tests of engineer samples with very raw drivers show only 20...30% advantage of Parhelia-512 comparing to NVIDIA GeForce 4 Ti4600. Even in case successful software tuning, the twice advantage isn't that possible. 1.5 - that's the limit.
gladiac je napisao(la):Kakva smo mi stoka![]()
. Samo trazimo razlog da se ponapijamo, pa makar bio to i Matrox. Nego svi nevernici i ostali duguju Magicku izvinjenje, ako im je to tesko moze i pivo(D) (D)
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MAD_MUzzY je napisao(la):Jao bre sto ste se popalili na tog matroxa... smesno bre ljudi.
Da necete mozda da zbog triple head-a (ili ti trostrukog blow job-a) da kupite 3 TFT-a ili nedaj boze CTR-a?!
Lepo je to sto je matrox predstavio displasment maping, samo je pitanje koliko ce to zazivi. Dispalsment podrazumeva da na modelu bude jedn o10x vise poligona... a to u realtime-u ... tesko. Videcemo.
Parhelia-512 surprisingly doesn't support any memory bandwidth saving technologies.
So, Parhelia-512 is not a complete DX9 GPU.
Pixel Shaders 2.0 are already impossible due to obviously insufficient pixel pipeline stages and texture loopbacks absence (you can't use more than 4 texture values per pass). It's interesting that Matrox's papers state 36 stages, but for the total of 4 pixel pipelines. There are two configurations possible:
All 4 pixel pipelines are used, each providing 4 texture and 5 pixel (arithmetic) shader stages.
Two pipelines are used, two dots are rendered per cycle. 4 texture and 10 pixel stages are available on each.
As a result, pixel shaders with 5 instructions and more will be executed twice slower. For the sake of justice I'd note that typical Pixel Shaders 1.3 (and lower) often consist of 5 and fewer instructions.
byMaX je napisao(la):Ja mislim da mu ja ne dugujem izvinjenje... prvi sam odgovorio nasiroko o tome sta ja mislim, a to se uglavnom i desilo... ostaje jos da vidimo da li ce biti onako kako sam napisao za ostale stvari (igre, prihvatanje, drajvere)...
Turbe je napisao(la):Super je to sto ce Matroxova kartica prinuduiti na VELIKI pad cena GF4 TI 4600 kartica a samim tim i ostalih modela(4200 anyone).
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