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LOSTCIRCUITS

SHORTCUTS:
Memory Issues
Z-Occlusion Culling
Special Effects, Pixel Shader
MSI 8822 At One Glance
Features
Test Config, performance issues
Quake3 Arena, MDK2
HRAA, MBTR, 2D Quality
Overclocking, Conclusion
 MSI StarForce 822 (GeForce3 64 MB DDR)
Per Aspera Ad Astra
(Review by MS, June 21, 2001)

Z-Occlusion Culling

In all honesty, the companies that deserve the credit for z-occlusion culling are Imagination Technologies (PowerVR) and ATi with their hyper-z architecture. As mentioned above, in traditional graphics engines, every single pixel within a given frame has to be rendered. In more primitive 3D games, this is not really too much of an issue, however, with increasing complexity of the game environment, more levels are added to any frame. Well-known examples are Quake2 and Quake3 Arena and the cheat mode enabled by some ASUS drivers. This cheat mode could be used to render the foreground semi-transparent and, hence, lifting the veil off the details further in the back which, with a normal graphics card would be occluded. Occluded, however, does not mean that the pixels are not rendered, on the contrary. This phenomenon of carrying around a huge workload of invisible pixels is called overdraw and can amount to 70-80% of the entire workload the graphics engine has to deliver. If only 20-30 % of all pixels are really visible, the overdraw is 300 - 400 % (to use a different terminology).


Z-occlusion culling means that, before any pixel is rendered, its z-level is determined and if the pixel falls behind another object, it is excluded from the rendering process, a routine also known as hidden surface removal as pioneered by PowerVR in the Kyro and Kyro2. Z-occlusion culling is supported by a z-occlusion query, meaning that the GPU first tests for visibility and then decides which of the pixels will be visible and which not. Those pixels that are hidden behind other objects are simply ignored which saves a huge amount of memory traffic. The combination of Crossbar memory architecture, lossless-z buffer compression, z-occlusion culling and query provides the key feature for saving memory bandwidth by using the given pathways in a more efficient way. Never shy of coining some new terms, nVidia calls the total package Lightspeed Memory Architecture. Vertex Shader and nFiniteFX engine Everybody is throwing around with these terms and hardly anyone understands what they are all about. Here is a quick rundown of what the Vertex Shader is about. Any triangle used for definition of a pixel in the 3D space is built of 3 vertices, the corners of the triangle. Put in the simplest words, a vertex shader is a black box where one vertex goes in, is transformed and comes out on the other end as something different. What is effectively going on within the GPU is really of no concern for the end user, it is, however for the game developers. What is hiding behind the nFiniteFX (infinite effects) engine is a GPU with fully programmable hardware capabilities. That is, the game developer can use the capabilities of the nFiniteFX engine to tell the GPU exactly what they want the engine to do. It is actually much more advance than that. A game programmer can use the vertex shader to change one specific object one way and then use the same vertex shader to change the next object in a totally different way.

The flexibility as consequence of the programmable nature of the vertex shader is probably best illustrated by this little cartoon (courtesy of nVidia). The vertex shader is capable of using different algorithms for subsequent sets of vertices which is in contrast to the "fixed" functions of conventional designs. .

In principle, there isn't much functional difference between the nFiniteFX vertex shader and the conventional T&L functions of any older GPU except for its programmability and extended capabilities. The main issue here is the programmability which provides superior flexibility for game programmers.

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