Rage Fury MAXX Rage Fury MAXX The Answer
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Rage Fury MAXX™
Rage Fury MAXX™ The Answer to today’s 3 D dilemma High performance AND High quality AND Universal application acceleration
3 D Tradeoff • The classic hardware trade-off – Speed (Frame Rates) – vs. Quality (Resolution, Color Depth, Texture Size) – vs. Scene Complexity (Triangle Count) • Software community lag Creates user confusion and frustration
Why High Resolution Gaming? • Increased realism – Flight sims, FPS’s, sports – High resolution eliminates jaggies and need for antialiasing • Improved playability – Strategy games • View larger fields in greater detail – Flight sims, FPS, sports • Able to see finer detail and respond earlier • Increased Satisfaction – Enjoy better “eye candy”
Traditional Solutions • • 3 D pipe parallelism Faster engine clocks Higher memory bandwidth More of the 3 D Pipe - e. g. T&L Each of these options have advantages and limitations
3 D Pipe Parallelism • Setup engine – More triangles per second • Rendering engine – Multiple pipes, single pass multi-texturing – More rendered pixels per second • Both result in larger dies • Implications – Decreased yield due to larger die – Increased complexity lowers clock speeds – Process technology limits cost effective die size
Faster Engine Clocks • Design for 150+ MHz increases engine throughput (triangles and pixels) – Decreased yield at speed – Limits ASIC complexity – Process technology limits cost effective engine speeds • Simpler architectures are easier to push
Higher Memory Bandwidth • Design for higher speed memories increases rendering bandwidth – 166 MHz or faster SDRAM or DDR SDRAM • Enables high frame rates at high resolutions • Implications – More costly memory – More exotic memories not in mass production – Lower ASIC yield (as for higher engine clocks)
More Pipeline - T&L • Offload CPU with Transform and Lighting acceleration on ASIC • Increases scene complexity through higher supportable triangle count • Implications – Larger die - lower yield – Higher complexity - lower speed in a given technology (. 18 micron is where it becomes viable) – Must wait 8 -12 months for software to take advantage of this
The ideal gaming solution would • Support higher resolutions and color depths for games over the next 12 months with • A balanced approach to – – Clock speeds (memory and engine) ASIC size Parallelism Transparent software support • . 25 micron technology for high quality, high volume production
The solution. . . ATI MAXX™ (Multiple ASIC) Technology
Mass Market Multiple Chip Processing Techniques • 3 Dfx’s Scan Line Interleave (SLI) • Metabyte/Wicked 3 D Parallel Graphics Configuration (PGC) • ATI’s MAXX™ (Multiple ASIC) Technology
Scan Line Interleave (SLI) Issues • Required specific chip design • No AGP support • Sychronization delays • ASIC’s cannot work ahead (inefficient design) • No DAC calibration
Parallel Graphics Configuration (PGC) - Split Frame Rendering Issues • Bus imbalance (PCI vs. AGP) • Imbalanced load – Scene complexity in top half typically lower than bottom • ASIC’s cannot work ahead • Image tearing • No DAC calibration
Software Community Lag • Software community lags hardware – – API support and game engine develop lags Optimizations unique to each chip Reduces ISV development and support cost User unable to realize full acceleration capabilities (eg. geometry) • User and channel confusion with 3 D software support
AURORA Project Goals • Develop a patentable technology that demonstrates ATI’s technology and performance leadership • Using multiple (2) current ATI ASICS • on a single AGP board • With transparent support for Open. GL and D 3 D applications • Architecture that supports future ATI ASICS
“Difficult” Problems • • • “Bridgeless” Design Driver transparency Frame/texture/rendering management Page flip synchronization DAC calibration Efficient use of each ASIC Desire for a simple, quality design that could be leveraged with future ASIC’s
Block Diagram 32 MB SDRAM RAGE 128 PRO GL DB-15 RGB out RAGE 128 PRO GL
ATI Multiple ASIC Technology Patent Pending Each engine renders alternate frames Engine rendering load is cut in half Engine rendering capacity is doubled
MAXX™ Performance • Alternates frame rendering between ASICs for a very efficient use of resources - each frame does half the work • Render ahead if required -- engines do not have to wait for each other as is the case with SLI and split frame techniques • Can be fully decoupled for single ASIC software and OS compatibility
Performance Con’t • High fill rate, 500 Mpixels/sec • Superior memory bandwidth: 4 GB/sec • Run full speed in 32 bpp hi-res modes with large 64 MB (dual 32 MB configuration) • Performance achieved with standard, readily available production parts
3 D Community Lag RAGE FURY MAXX™ accelerates all D 3 D and OGL applications – No changes needed to games – Accelerates past, current and future generations of applications – ATI drivers split rendering and display activity without software invention
Target Market • High-end gamer who is passionate about: – – – – Frame rate (speed, power) Game optimization Frame buffer size Benchmarks Resolution Maximum visual stimulation Latest games
Rage 128 Pro Advantages • Rage Fury MAXX™ operates like a Rage Fury Pro in 2 D mode – – Stable, high volume quality Superior 2 D performance Leadership Video features and quality Integrated HW DVD
Key Selling Features • FASTEST Game Frame Rates Today – Multiple ASIC technology and true colour rendering performance for ultimate speed • High Resolution, True Color Display • 64 MB memory – for photo realistic game play with massive textures · ATI MAXX™ Technology
Rage Fury MAXX™ Strengths • 32 bit true color for highest quality – Multitexturing requires 32 bpp in order to avoid color banding or flat washed out colors – Highly realistic blending and lighting effects – Quality without a compromise in frame rates • High fill rates (> 500 megapixels/sec. ) required for rendering at true color, 1280 x 1024 and 1600 x 1200 resolution • Ideal for high resolutions and high color depth
Limitations • Performance benefits reduced below 1024 x 768 resolution compared to single ASIC solutions • 64 MB is configured as two 32 MB frame buffers • 2 nd ASIC does not assist 2 D performance
ATI Rage Fury MAXX™ vs. Ge. FORCE 256 The MAXX™ advantage: • Faster performance especially in 32 bit mode • More memory for the same price as opposed to less memory with T&L. Games require higher fill rates in high resolution and not much from geometry.
The Future • More driver performance enhancements • Possible higher clock speeds • Future ASICs on MAXX™ platform ATI MAXX™ Technology will continually provide the leading edge gamer with the best game experience
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