The Radeon 9700
The real star of the show today was the Radeon 9700, known in a former life as the R300. This beast is comprised of over 110 million transistors, and it's a true next-generation graphics processor designed by the same team responsible for the graphics in Nintendo's Gamecube. I'll outline some of the basic specs, then we'll talk briefly about what they mean. The Radeon 9700's key features are:
AA modes on this chip can take advantage of HyperZ, which, it turns out, wasn't the case on the Radeon 8500. Also, the R300 sidesteps one of the big drawbacks of multisampling AA because it can handle "edges" inside of alpha-blended textures properly. Existing multisampling implementations, like NVIDIA's, don't touch those jaggies.
Finally, ATI's adaptive anisotropic filtering method has been improved in R300. ATI claims it now avoids some problems that plagued the 8500 when dealing with polygons at certain angles from the camera. Andbelieve it or notATI can finally do trilinear filtering and anisotropic filtering simultaneously (up to 128 supersamples).
Before you think I'm just geeking out on you, let me say this: you have to see it in action to understand the impact of this change. It's massive, and any idiot can tell the difference. Even that undeserving jerk up there in First Class.
Even R300's frame buffer is floating point. The one exception is the chip's RAMDAC. Final outputs are converted to a 10:10:10:2 RGBA format before they are sent to a display, which only makes sense, frankly.
ATI says they'll be shipping R9700 cards in 30 days.
What it all means
I'd like to talk more about what all of this means for graphics and graphics hardware, but my plane is about to land, so we'll have to revisit these issues a little later. That's probably best, because I'm still trying to get my head around exactly how good R300 really is. So far, in my conversations with folks at ATI and in observing ATI's technology demos, I'm extremely impressed. The extra precision the chip brings to bear on all stages of the graphics pipeline should make it possible for pixel shader programs to duplicate complex effects now only available in expensive software packages using relatively slow CPU processing.
But now, if you'll excuse me, I have to stow my tray tables and put my seat into an upright and locked position.
96 comments — Last by Anonymous at 7:19 PM on 08/05/02
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