Any “3D application”, a game, VRML, or modeling package, can benefit from 3D rendering. This is especially true of an application that uses texturing extensively, because texturing and texture filtering are very intensive operations at the pixel level in terms of CPU operations and demands for memory bandwidth. Without a set-up engine in a graphics controller, the CPU has to calculate the delta values for edges, color, and textures; the drivers need to handle ten (10) times more extensive data. This results in slower 3D pipeline operations between the CPU and the graphics controller.

Q5 If we use powerful CPUs, such as a Pentium™ 4, can a standard 2D graphics card achieve 3D performance?

Answer

Yes and no. Software rendering can take advantage of "tricks" learned by force of necessity through years of trial and error. With such stratagems, the speed of software rendering for simple scenes can approach that of low-level hardware 3D rendering. On the other hand, as scenes become more complex (or frame sizes become larger), there are conflicts between using the CPU for high-level game logic, geometry, lighting, and rendering, all of which increase their demands. No current CPU or system can perform advanced quality- enhancements (bilinear filtering and alpha blending) in real time. Even general case texture mapping with RGB lighting is too much for the current CPU generation.

Q6 What does "software 3D" mean?

Answer

Software 3D is generally used to mean using non-specific (2D) hardware in conjunction with the CPU to render for 3D applications. Some of these techniques allow usable 3D applications when high- powered and/or MMX™-equipped CPU's are employed along with special-case software optimization techniques. As stated above, SW 3D can achieve credible results with today's (software optimized) applications, but the rising popularity of good 3D hardware at the consumer price level is inexorably compelling the public to expect hardware level scene enhancements and frame rates.

Q7 What is “SGRAM”?

Answer

Synchronous Graphics Random Access Memory (SGRAM) is a new and improved type of memory, custom-designed for graphics use.

Q8 What is the advantage of as compared to ordinary DRAM?

42

Page 42
Image 42
Jaton 5200 user manual Q7 What is SGRAM?