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Pewlius Caesar
bit-tech Staff
Join Date: Nov 2001
Location: Ascot, Berks
Posts: 18,021
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NVIDIA to release integrated graphics chipset in Q3
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Richard Swinburne
bit-tech Staff
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,259
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At a guess, what are we looking at? 6200 core with a couple of pipes? Probably a revised process (0.11?) so you can passively cool it. So itll be a full DM9/SM3 part and "overtake" ATIs DX9 SM2.0b "x600 based" IGP.
I doubt many, if any manufacturers will take up the "onboard cache" option - none so far in the retail products have produced a board with the onboard memory option used for the RS480 part. Id love to compare the difference between using the cache option and not using it, to see if you actually get a playable experience with the TC/Hypermemory option used. |
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Pewlius Caesar
bit-tech Staff
Join Date: Nov 2001
Location: Ascot, Berks
Posts: 18,021
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There's no SM2.0b support on ATI's Radeon X600.
X600 and X300 are basically the same product - the cores use different manufacturing processes. Also, GeForce 6200 TurboCache, and GeForce 6200 are produced on a 0.11 micron manufacturing process. I'd imagine something that will perform around the same levels of ATI's RS400 chipset.
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Richard Swinburne
bit-tech Staff
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,259
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? The x600/x300 are R3xx generation products which means they are SM2.0x capable, no?
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#5 | |
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Pewlius Caesar
bit-tech Staff
Join Date: Nov 2001
Location: Ascot, Berks
Posts: 18,021
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Quote:
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#6 |
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Richard Swinburne
bit-tech Staff
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,259
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Oo, what does the "b" have over non-b? extra instructions?
Every days a school day. |
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#7 |
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Pewlius Caesar
bit-tech Staff
Join Date: Nov 2001
Location: Ascot, Berks
Posts: 18,021
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Maximum SM3.0 instruction length: 65536 instructions
Maximum SM2.0b instruction length: 1536 instructions Maximum SM2.0 instruction length: 352 instructions They're combined vertex shader, texture and pixel shader instructions. ![]() Basically it means you can compile longer, more efficient shaders.
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