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Kyro II Specifications
The Secret Weapon known as Tile Based Rendering
8 Layers Multi Texturing Before displaying the scene, the blending process has to be done. It is achieved in the internal Tile Buffer of the GPU. As a matter of fact the Kyro II can apply up to 8 textures on a single pixel, without needing a frame buffer, in one single pass. However due to the fact the Kyro II comes with 2 pipelines, applying 8 textures will require 4 clock cycles. Another thing to note is that as most of today games only use 2 or 3 textures per clock cycle, the benefits of the 8 layers multi texturing technology aren’t obvious. Internal True Color Here is another very interesting feature of the Kyro II GPU. Every arithmetic operation (as well as the color blending) is done by the processor in 32 bits. The image obtained is then converted in 16 bits while it reaches the external frame buffer. As a result the quality of 16bits images is very high. Usually with traditional GPUs the fps performance drastically falls down when you switch from 16 bits to 32 bits but the Kyro II really kicks ass in this domain since its frame per second rate stays constant! You’ll barely notice any performance enhancement by rolling back in 16 bits. Bump Mapping First introduced by Matrox this 3D feature simulates a relief effect on textures by playing with lighting values in order to ensure the scene looks as natural as possible. The Kyro II supports three Bump Mapping modes: the most widespread Environmental Bump Mapping one as well as the Emboss Bump Mapping, and the Dot Product 3 Bump Mapping. There is no doubt that Environment-Mapped Bump Mapping is great to look at. But there is a small performance hit whenever you use it - but if you are into image quality instead of frame rates like I am, you'll love it. FSAA Like every good 3D chip worthy of that name, the Kyro II supports the Full Scene Anti Aliasing in both 2x & 4x modes. The FSAA is used to remove every popping pixel or other scaled shapes on screen by super sampling the image to ensure a highly realistic level. To proceed the Kyro internally renders the scene in a resolution twice higher in height or in width (it corresponds to the 2x mode) or twice higher in both height & width. Then the image is reduced using special filters so it can be displayed on the screen. This method uses a lot of power and memory resources but thanks to the Tile Rendering, the Kyro II doesn’t suffer a lot in comparison to nVidia chips. DVD Playback Well there’s nothing special to say here except that the DVD support brought by the Kyro 2 isn’t a real one. The chip features the Motion Compensation technology that represents a semi-hardware decompressing solution to play video DVDs. With the Motion Compensation Blending & Video Scaling the DVD playback is surely smoother but doesn’t compete with a real hardware MPEG 2 decoder like the Creative DXR3 cards. Anyway it’s always good to have a feature that helps playing DVDs on computers with weak performance even if we’d have preferred the Kyro II to come with a full hardware decoder like ATI Radeon cards. A last thing to consider is that PowerDVD 3 doesn’t handle the Motion Compensation feature of the Kyro II contrary to WinDVD 2000. Misc Features The Kyro II supports the Bilinear, Trilinear & Anisotropic filtering processes and also supports the S3TC & DXTC textures compressing algorithms. If the Kyro II seems to be very complete in terms of 3D features there’s one major thing missing in it. Indeed as you have surely noticed the Kyro II doesn’t come with a hardware Transform & Lighting engine. If actually this lack isn’t tragic in most of today games (only a few games take advantage of the Transform & Lighting) we can’t be sure that in tomorrow’s games this won’t be a major drawback. However the drivers seem to emulate the T&L engine but this can’t replace a real onboard calculus unit.
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