Epicenter
Well-Known Member
There are some major discrepancies in the product description from GamePark and MagicEyes/MES Digital, maker of the SoC units that will be used in the XGP. As is known, the GP2X utilizes MES' 'MMSP2' line of SoC (system on a chip), housing a 200 MHz ARM920T and 940T microprocessor, video decoding hardware, 2D blitter unit, memory controller and some reader hardware, e.g. SD/CF/PCMCIA controllers, LCD handling hardware, the works-- all on one unit. A similar unit will power the XGP and XGP-Mini. Since the specs are in line with the MMSP2 in the GP2X with the addition of 3D capability, and statements by MES, the safe determination is the XGP/XGP-Mini will use the VRENDER-3D SoC from MES.
Now, this unit has a 200 MHz ARM920T, not a 266 MHz one as mentioned by GamePark. No SoC from MES is rated for 266 MHz. It would appear the spec is determined in much the way Craigix calls the GP2X's ARM920T '240 MHz'-- he's not encountered one that didn't overclock that far. This tells me, GamePark's prototypes made it to 266 MHz stably so they listed this as the rating. It is extremely unlikely overclocking efforts will yield far past the ~300-315 MHz range GP2X users have achieved with stability, without voltage modification or other end-user warranty-voiding hacks. Therefore, CPU horsepower will remain about the same as what we presently experience on GP2X units.
GPU performance appears 'good' but not spectacular. 3D performance was demonstrated in Quake 3. Seemingly due to performance issues, the display was zoomed with the 'FOV x' console command to show less of the 3D scene, decrease 3D workload and improve framerate. Graphical quality was at the least as low as it will go on the PC builds of Quake 3, except in all likelihood, drawing to a 320x240 frame. No shaders appeared present; there are no shader units present in the 3D core on the VRENDER-3D and software shaders would be much too slow to run on the ARM920T. Framerate appeared to be in the 20s or lower. Very poor performance in Quake 3, in short. Quake 2 and 1's performance would probably be very good on this GPU, however. It would also provide significant performance gains to PSX emulation, though CPU capability limitations will prevent it from making N64 emulation feasible. It would significantly aid development of 3D games, if homebrew capabilities are made feasible by GamePark. Overall VRENDER-3D rendering performance is likely similar to that of an old GeForce 1 (or earlier) graphics adapter, but will maintain OpenGL compatibility so operation with existing PC 3D games that have Linux/SDL ports should be fairly painless. Depending on the implementation, perhaps overclocking of the 3D engine is possible.
Addition of the VRENDER-3D's GPU entailed removal of the 940T coprocessor. In the GP2X this coprocessor served in a support role for video decoding/playback. I am unclear on the significance in this process and if its absence in the VRENDER-3D chipset will limit video playback performance. It is my personal opinion the 940T's removal could be compensated for with the other components included, but we'll really need to see. Software that is later developed (like MadDog's K9 3D engine) would not be able to take advantage of this processor, as it would not longer be present (obviously.)
Interfaces-- GamePark has described support for SD cards much akin to the GP2X. There is a discrepancy here-- MMSP2 units are listed as supporting SD, CF, PCMCIA and other interfaces. VRENDER-3D has CF and PCMCIA support but NO listing of any SD card interface. Unless this is implemented in other means or via an external IC is unknown, but there is not core functionality for it in the VRENDER-3D SoC.
RAM changes between the XGP and XGP-Mini will clearly be performed with external RAM chip size changes akin to the implementation in the GP2X. This makes little sense to me, as purchasing ONE type of RAM IC in larger quantity would in all likelihood cost significantly less, especially from ONE distributor/manufacturer.
Controls (analog/digital, d-pad, stick, whatever the choice) and LCD type, as well as means of powering the units (GP has claimed the use of Lithium Polymer rechargable cells internal to the unit) are design/engineerign decisions to be made by GP themselves and I can't really speculate on any of them due to lack of information. I'd lean towards something digital due to the machine's aforementioned very-limited 3D nature.
In the end, we're looking at the same hardware as the GP2X with the removal of the ARM940T coprocessor, some simple 3D capability, and some changes external to the SoC such as RAM, LCD, and controls. Not a dramatic difference, but I am interested to see how well it handles some scenarios which don't play out as well as hoped on the GP2X (most of these being 3D, but there is potential for improvement of say, SNES emulation, and perhaps some more advanced 2D acceleration through creative exploitation of OpenGL functionality in the GPU.)
My two cents.
Now, this unit has a 200 MHz ARM920T, not a 266 MHz one as mentioned by GamePark. No SoC from MES is rated for 266 MHz. It would appear the spec is determined in much the way Craigix calls the GP2X's ARM920T '240 MHz'-- he's not encountered one that didn't overclock that far. This tells me, GamePark's prototypes made it to 266 MHz stably so they listed this as the rating. It is extremely unlikely overclocking efforts will yield far past the ~300-315 MHz range GP2X users have achieved with stability, without voltage modification or other end-user warranty-voiding hacks. Therefore, CPU horsepower will remain about the same as what we presently experience on GP2X units.
GPU performance appears 'good' but not spectacular. 3D performance was demonstrated in Quake 3. Seemingly due to performance issues, the display was zoomed with the 'FOV x' console command to show less of the 3D scene, decrease 3D workload and improve framerate. Graphical quality was at the least as low as it will go on the PC builds of Quake 3, except in all likelihood, drawing to a 320x240 frame. No shaders appeared present; there are no shader units present in the 3D core on the VRENDER-3D and software shaders would be much too slow to run on the ARM920T. Framerate appeared to be in the 20s or lower. Very poor performance in Quake 3, in short. Quake 2 and 1's performance would probably be very good on this GPU, however. It would also provide significant performance gains to PSX emulation, though CPU capability limitations will prevent it from making N64 emulation feasible. It would significantly aid development of 3D games, if homebrew capabilities are made feasible by GamePark. Overall VRENDER-3D rendering performance is likely similar to that of an old GeForce 1 (or earlier) graphics adapter, but will maintain OpenGL compatibility so operation with existing PC 3D games that have Linux/SDL ports should be fairly painless. Depending on the implementation, perhaps overclocking of the 3D engine is possible.
Addition of the VRENDER-3D's GPU entailed removal of the 940T coprocessor. In the GP2X this coprocessor served in a support role for video decoding/playback. I am unclear on the significance in this process and if its absence in the VRENDER-3D chipset will limit video playback performance. It is my personal opinion the 940T's removal could be compensated for with the other components included, but we'll really need to see. Software that is later developed (like MadDog's K9 3D engine) would not be able to take advantage of this processor, as it would not longer be present (obviously.)
Interfaces-- GamePark has described support for SD cards much akin to the GP2X. There is a discrepancy here-- MMSP2 units are listed as supporting SD, CF, PCMCIA and other interfaces. VRENDER-3D has CF and PCMCIA support but NO listing of any SD card interface. Unless this is implemented in other means or via an external IC is unknown, but there is not core functionality for it in the VRENDER-3D SoC.
RAM changes between the XGP and XGP-Mini will clearly be performed with external RAM chip size changes akin to the implementation in the GP2X. This makes little sense to me, as purchasing ONE type of RAM IC in larger quantity would in all likelihood cost significantly less, especially from ONE distributor/manufacturer.
Controls (analog/digital, d-pad, stick, whatever the choice) and LCD type, as well as means of powering the units (GP has claimed the use of Lithium Polymer rechargable cells internal to the unit) are design/engineerign decisions to be made by GP themselves and I can't really speculate on any of them due to lack of information. I'd lean towards something digital due to the machine's aforementioned very-limited 3D nature.
In the end, we're looking at the same hardware as the GP2X with the removal of the ARM940T coprocessor, some simple 3D capability, and some changes external to the SoC such as RAM, LCD, and controls. Not a dramatic difference, but I am interested to see how well it handles some scenarios which don't play out as well as hoped on the GP2X (most of these being 3D, but there is potential for improvement of say, SNES emulation, and perhaps some more advanced 2D acceleration through creative exploitation of OpenGL functionality in the GPU.)
My two cents.