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Tile Based Rendering
The key to delivering improved graphics performance is to analyze
the complete graphics
sub-system to identify the bottlenecks that
limit performance. This
analysis clearly shows
that traditional 3D accelerators are
limited by their available memory bandwidth.
This situation will only get worse as new titles add complexity. More polygons will increase
the depth complexity, advanced titles will require 3 or 4 or more texture layers and use
better filter algorithms requiring more texture samples. The effect is an exponential increase
in memory bandwidth requirements.
However
if you step back and look at the system again, it is clear that
traditional 3D
accelerators texturing
and then rendering pixels that are later thrown away and are
never
displayed on the screen. What a waste!

Textures
every pixel visible or not
Clearly
a smarter approach is required to conserve and make most effective
use of the
critical resource that is memory bandwidth.

Only
textures visible pixel
Tile
based rendering, featured across ST's family of KYRO 3D graphic
accelerators uses a
new algorithmic approach to efficiently use
this resource. Detecting which pixels are visible
early in the
3D graphics pipeline, ST's KYRO family textures and renders only
the visible pixels,
nothing else. This efficient use of memory
allows the KYRO family to deliver superior performance
from the
available bandwidth.

Maximum
theoretical performance on an Advanced 3D Title using 175 MHz
SDR Memory
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