Epicenter
Well-Known Member
After a bit of research, I've found claims by Magiceyes of "1 million polys/sec." performance on the 2D/3D accelerator, as well as of course OpenGL-ES support. After a bit of research on common ARM platforms, I found the primary 2D/3D graphics acceleration avenue on the official ARM platform is Imagination Technologies' PowerVR MBX series. Checking the specifications of the MBX lineup, the chip in line with this render-speed claim would be the MBX RS or "MBX Lite".
I dug up some demonstration videos of some of its capabilities-- it's quite robust indeed. In fact, it's the same core utilized in the Samsung S3C2460 I've sung praises of (and suggested GP/GPH utilize in future handhelds, which GP made known to me they intend to do.)
3 demo videos of a torso model with some impressive environment mapping, a pan shot around a stonehenge-lookalike with a skybox and some shots of WW2-era planes flying around a high-poly environment and skybox, all at extremely high framerate:
http://www.imgtec.com/Downloads/DocumentDo.../FixedPoint.zip
A very high-framerate bump-mapping test with complex light and shadow n a high-poly model.
http://www.imgtec.com/Downloads/DocumentDo.../EXE/Virgin.zip
A heavy particles test with a very high framerate.
http://www.imgtec.com/Downloads/DocumentDo...E/Particles.zip
A test of rendering a sphere with 8 moving colored lights.
http://www.imgtec.com/Downloads/DocumentDo...XE/Lighting.zip
A demonstration of mip-mapped, trilinear and standard texture filtering on 3 moving spheres and a high-poly moving environment.
http://www.imgtec.com/Downloads/DocumentDo...E/Trilinear.zip
Judging by the very high framerate of these tests, the hardware is clearly not working anywhere near maximum capacity. They appear to be running on Dell Axim x50v hardware with the MBX RS/Lite. This platform is similar to the intended XGP hardware, with the same accelerator coupled with an XScale processor at 624 MHz, roughly equivalent to a pure ARM9 processor at 324 MHz. (CPU involvement in these tests is relatively minimal.)
Further research suggests slowdown in Quake III may not be fully graphically related as a highly floating-point heavy binary seems to be in use-- not a modifed fixed-point version. Tests of Quake III on PowerVR MBX Lite-based chipsets have reportedly achieved 30fps using bilinear texture filtering and relatively low graphical intensity. Quake I/II performance should be extremely high, I would expect around 60 FPS operation with a predominantly fixed-point binary.
Naturally, 2D performance should be extremely impressive given the GPU's apparent 3D prowess. Even meager 3D accelerators like that utilized by the original Playstation managed to render hundreds of thousands of sizable sprites per second, all in hardware-- no need to burden the main CPU. This is a task the ARM9 processor series on its own is not capable of at acceptable framerate, though what it can achieve on its own remains wholly impressive, what can be accomplished by relegating graphical tasks to the GPU and leaving the ARM9 chip free to process only game logic, music decoding, input, etc. will provide exceptional gains in functionality and performance for not only development of homebrew applications, but acceleration of emulators and ports of 2D and 3D games.
Definitely looking forward to these little machines...
I dug up some demonstration videos of some of its capabilities-- it's quite robust indeed. In fact, it's the same core utilized in the Samsung S3C2460 I've sung praises of (and suggested GP/GPH utilize in future handhelds, which GP made known to me they intend to do.)
3 demo videos of a torso model with some impressive environment mapping, a pan shot around a stonehenge-lookalike with a skybox and some shots of WW2-era planes flying around a high-poly environment and skybox, all at extremely high framerate:
http://www.imgtec.com/Downloads/DocumentDo.../FixedPoint.zip
A very high-framerate bump-mapping test with complex light and shadow n a high-poly model.
http://www.imgtec.com/Downloads/DocumentDo.../EXE/Virgin.zip
A heavy particles test with a very high framerate.
http://www.imgtec.com/Downloads/DocumentDo...E/Particles.zip
A test of rendering a sphere with 8 moving colored lights.
http://www.imgtec.com/Downloads/DocumentDo...XE/Lighting.zip
A demonstration of mip-mapped, trilinear and standard texture filtering on 3 moving spheres and a high-poly moving environment.
http://www.imgtec.com/Downloads/DocumentDo...E/Trilinear.zip
Judging by the very high framerate of these tests, the hardware is clearly not working anywhere near maximum capacity. They appear to be running on Dell Axim x50v hardware with the MBX RS/Lite. This platform is similar to the intended XGP hardware, with the same accelerator coupled with an XScale processor at 624 MHz, roughly equivalent to a pure ARM9 processor at 324 MHz. (CPU involvement in these tests is relatively minimal.)
Further research suggests slowdown in Quake III may not be fully graphically related as a highly floating-point heavy binary seems to be in use-- not a modifed fixed-point version. Tests of Quake III on PowerVR MBX Lite-based chipsets have reportedly achieved 30fps using bilinear texture filtering and relatively low graphical intensity. Quake I/II performance should be extremely high, I would expect around 60 FPS operation with a predominantly fixed-point binary.
Naturally, 2D performance should be extremely impressive given the GPU's apparent 3D prowess. Even meager 3D accelerators like that utilized by the original Playstation managed to render hundreds of thousands of sizable sprites per second, all in hardware-- no need to burden the main CPU. This is a task the ARM9 processor series on its own is not capable of at acceptable framerate, though what it can achieve on its own remains wholly impressive, what can be accomplished by relegating graphical tasks to the GPU and leaving the ARM9 chip free to process only game logic, music decoding, input, etc. will provide exceptional gains in functionality and performance for not only development of homebrew applications, but acceleration of emulators and ports of 2D and 3D games.
Definitely looking forward to these little machines...