3D Labs Permedia Video Accelerator Driver
3Dlabs Oxygen VX1 (AGP) · 3Dlabs Permedia-based 3rd Party Cards AccelSTAR II 3D Video Accelerator · Compaq/InterVideo Software DVD Application. 1st and last succesfull 3Dlabs mainstream chip. 3Dlabs Permedia 2 . Your browser does not currently recognize any of the video formats Missing: Accelerator. 3Dlabs and Permedia are registered trademarks of 3Dlabs, Inc. or 3Dlabs Inc. Ltd. Pentium is .. If there is a video card in your system: Install the driver first.
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3D Labs Permedia Video Accelerator Driver
The patented texture processor applies color mipmapped texture to polygons in true 3D corrected perspective.
This chip set simulates spotlights, fog and realistic curved surfaces. Additionally, improved image quality is provided with multi-pass anti-aliasing. Why is geometry processing acceleration important?
Rendering processors alone, even on Pentium class machines, can not deliver true workstation class performance. This is because even the fastest CPUs today are quickly overcome by the amount of algorithmic processing necessary to transform a 3D 3D Labs Permedia Video Accelerator stream to a 2D perspective with lighting and material effects. To my surprise Gouraud shading remained two cycle operation like with first Permedia, but geometry performance remains respectable.
Subpixel precision can be selectively adjusted per polygon or even disabled to speed up rendering. Texture address unit also properly handles perspective correction, however there is an option for less accurate division to avoid speed impact.
3Dlabs Permedia 2 review
In any case the correction is faster and more precise than with first Permedia. Addresses are then passed to texture read unit for fetching needed texels.
Texturing unit is backed by cache sufficiently speeding up bilinear and even trilinear filtering, but mip mapping can still be more costly. Four texture formats of 15 and 16 bit RGB A are supported, true color textures were for some reason disabled.
3D Labs Permedia Video Accelerator LUT formats are available for 2d rendering as well. Fog unit applies linear interpolation per vertex with value calculated by host function and can reject completely fogged fragments from plotting. Blending unit supports various logical functions, unfortunately additive texture blending needed in many advanced games is still unavailable. Newly implemented optimization can skip frame buffer reads of pixels covered by texel with alpha value of one.
In the end dithering can adjust colors into final format and I did not always like what this stage does. Memory controller looks the same, but buffers in local memory now do not have to be allocated continously.
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Permedia 2 not only offers various masks like scissor, chroma and color component tests, but whole pipeline can be skipped and host can use direct access to local buffer for custom programs. Texture colors in X often show excessive banding and dithering would only add annoying pattern to the mess. 3D Labs Permedia Video Accelerator says fillrate is halved when Z-buffering is used, but I checked it and doubt Z-buffer is the culprit here.
In fact depth buffering can improve performance as one would expect from pipeline rejecting pixels failing hidden surface tests.
There is no way depth buffering would eat half of memory bandwidth so what is the 3D Labs Permedia Video Accelerator why Permedia stays behind the expected performance of highly parallel architecture? While it should have allowed single cycle 3d pixel performance I could not get significantly above results of two cycle-like speed no matter how many features were disabled, Gouraud shading included.
PC 3D Graphics Accelerators FAQ
This riddle remains to be solved. However these figures do not take into account any following expensive operation depth test can save, like texture mapping. Results from GLQuake bigass demo are especially bad as Permedia is playing it with lots of small freezes. Still, it is one of the few chips, which can run Quake 3, 3D Labs Permedia Video Accelerator if transparency issues and of course no lightmaps.
PC 3D Accelerators FAQ Part1
There is major problems with lightmaps in newer engines, they just do not work, be it Shogo, Unreal or Quake 3D Labs Permedia Video Accelerator. However, 3D Labs Permedia Video Accelerator Delta geometry co-processor is optimized for professional 3D and CAD applications rather than for games, resulting in anemic overall gaming performance. On the upside, the main advantage at the time was that 3DLabs was the only company producing consumer-level graphics chips that had full OpenGL ICD driver support other manufacturers didn't support OpenGL at all or released a miniport driver instead.
The discrete Delta geometry co-processor chip originally featured in the Permedia NT is now integrated into the Permedia 2's core logic, resulting in a single-chip solution.
Permedia 2 supports AGP texturing as well as 3D rendering in bit color depth. However, it does not support colored vertex blending, which results in games using only monochromatic lighting - notable examples are in Quake 2 and Quake III: Arena only supports vertex lighting on the Permedia 2. The Permedia 2 is also 3DLabs' last graphics chip with Windows 95 support.
Both were released in mid and again were directed at the professional 3D and CAD application market. The Permedia 3, however, had more emphasis on being directed at gaming.