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======================================================================== PC 3D Graphics Accelerators FAQ v 0.6 9 August 1995 ======================================================================== <http://www.cs.columbia.edu/~bm/pc-3dcards.txt> <ftp://ftp.cs.columbia.edu/pub/bm/pc-3dcards.txt> Changes and additions to: Blair MacIntyre bm@cs.columbia.edu Work: +1 212 939 7087 Columbia University, Dept. of Computer Science 500 W 120th St., Room 450 New York, NY 10027 USA This document provides a partial -- and not comprehensive -- list of 3D graphics accelerators for PCs. In particular, I am interested in PCI-based accelerators. You can help make it more comprehensive by sending me additional information and/or updates. This information is abstracted and condensed from the posts of many different contributors. No guarantees are made regarding its accuracy. This document is available via WWW. See above URL. The original motivation for this document came from a list of accelerators compiled by Chris Hinch, Management Information Systems, Dunedin City Council, PO Box 5045, Dunedin, New Zealand (chris@dcc.govt.nz) ---------------- Changes since version 0.5 Q02) added pointers to the OpenGL home page and the Viewperf ftp directory Changes since version 0.4 Changed Entries: GLINT04) Fixed area code in telephone number Changes since version 0.3 New entries: B07) Division's VPX Image Generator and ProVision Systems B08) Reality Simulation Systems Little Squirt Changes since version 0.1 New entries: Q02) How does the performance of these cards compare to graphics workstations such as those produced by SGI, Sun, DEC, etc? CS03) S-MOS SPC1500 Geometry Processor B05) Oki TrianGL B06) Intergraph GLZ Series Changed entries: CS01) Changed address of www site and added email contact. GLINT01) added pricing information B01) Historical correction. B04) Small change (VLbus parts may not exist) --------------- TODO: - organize the information a bit better, remove some extraneous or duplicate info. - answer some frequently asked questions - get more hard data comparing the boards, such as the output of the OpenGL viewperf program. If any manufacturers want to send me a demo unit, or donate one to our group, my address is above. - add more info, as people request and provide it! ================================================================== Contents of Part 1 Introduction Disclaimer Section I: Frequently Asked Questions Q01) Are there any 3D graphics accelerators for PCs? Q02) How does the performance of these cards compare to graphics workstations such as those produced by SGI, Sun, DEC, etc? Section II: 3D Chipsets Availability CS01) 3DLabs GLINT 300SX CS02) Lockheed Martin Real3D (not yet available) CS03) S-MOS SPC1500 Geometry Processor Section III: GLINT 300SX-based Boards GLINT01) Omnicomp 3DEMON GLINT02) Fujitsu Sapphire 2SX (?) GLINT03) ELSA GLoria (not yet available) GLINT04) Media Labs Inc. 3DMedia GLINT05) SPEA FireGL (not yet available) GLINT06) Force Inc. 3DE-300SX (?) GLINT07) Densan PCI-300SX (?) Section IV: Real3D-based Boards R3D01) Lockheed Martin R3D/100 (not yet available) Contents of Part 2 Section V: Other boards B01) AccelGraphics AG300 B02) ISC PowerGL B03) Evans & Sutherland Freedom (not yet available) B04) Matrox Impression Plus B05) Oki TrianGL B06) Intergraph GLZ Series B07) Division's VPX Image Generator and ProVision Systems B08) Reality Simulation Systems Little Squirt ================================================================== Introduction The original motivation for compiling this list was to compare the features of various 3D graphics accelerators becoming available for microcomputers. In particular, I am interested in PCI-based cards which support OpenGL under Windows NT, Linux, Solaris x86 (none yet!), etc. and support stereo head mounted displays. (In fact, of the currently available boards, only one qualifies. See if you can figure out which one.) Information which falls in that category will obviously be more complete. Other information will be included if someone sends it to me, but I won't be actively researching it myself. As such, there is little or no information right now about 3D accelerators for high-end machines such as those produced by SGI, Sun, HP, DEC, etc, except as the ones listed may also work in those machines. ================================================================== Disclaimer I haven't seen or used many of these cards, and all figures are the manufacturers own, as near as I can verify. I am not promoting any one card or company over any other. Any anecdotes, speed comparisons, etc., that I collect will be included on a purely informational level. USE AT YOUR OWN RISK. Of course, I will not include anything I do not believe or know to be false. No representation is made as to the accuracy of these figures/technical specs. If you are going to buy/bet the farm/otherwise invest in one of these products, CONTACT THE MANUFACTURER first and make sure that what you want is what you'll get!!! CAVEAT EMPTOR!!! All trademarks etc are copyright of their respective owners etc. etc. Furthermore, many of these boards are not yet available, so you should find out delivery dates before getting your heart set on any given one. ==================================================================== Section I: Frequently Asked Questions ==================================================================== Q01) Are there any 3D graphics accelerators for PCs? I'm glad you asked. There are quite a few, with more coming out all the time. See the rest of this document for more information. (Ok, it's a stupid question, but I needed _something_ in the FAQ section) Q02) How does the performance of these cards compare to graphics workstations such as those produced by SGI, Sun, DEC, etc? This question is difficult to answer because there are so many factors affecting the overall 3D performance on a PC. Most importantly, while many of the boards listed below have impressive numbers in terms of maximum number of polygons/second, most only accelerate rendering. What this means is that you are still bounded by the speed at which your processor can transform a 3D data stream to a 2D perspective with lighting and material effects and then ship these numbers over the bus to the graphics card. So, the processor, processor speed, bus type and speed, software design, etc., all effect the final throughput. Thus, a board may perform differently on two different machines that have the same "specs" (ie. 90Mhz Pentium, PCI bus) if the bus was designed differently, or if there are other cards on the bus taking up bandwidth. What is really needed is a set of comprehensive benchmarks that give some more realistic numbers about the various combinations of hardware. The NCGA (National Computer Graphics Association) GPC (Graphics Performance Committee) (comprised of the major vendors along with UNC and SDSC) is an organization primarily concerned with developing benchmark standards and performance characterizations for graphics hardware. Check out: http://sunsite.unc.edu/gpc/gpc.html for information about the GPC activities. Unfortunately, the GPC Quarterly is about $200/year, which is beyond my budget. Thus, to get their benchmark results, you'll have to talk to them. However, the benchmarking tool they use to measure OpenGL performance, called Viewperf, is available for free. From the README that comes with Viewperf: What is this Thing Called 'Viewperf' ----------------------------------- Rob Putney, OPC Vice Chairman 4/21/95 Viewperf is a portable OpenGL performance benchmark program written in C. It was developed by IBM. Viewperf provides a vast amount of flexibility in benchmarking OpenGL performance. At the current time, the program runs on most implementations of UNIX, Windows NT, and OS/2. The OpenGL Performance Characterization (OPC) Committee has endorsed Viewperf as its first OpenGL benchmark and results were first published using it in 4Q94 version of The GPC Quarterly. OPC member companies have ported the Viewperf code to their operating system and window environments. The OPC Committee maintains a single source code version of the Viewperf code that is available to the public. In future versions of this FAQ, performance measurements will be added in another section at the end. Stay tuned. If you have any measurements using Viewperf, please send them to me (bm@cs.columbia.edu) Viewperf can currently be obtained from ftp://net1.uspro.fairfax.va.us/pub/gpc/opc/viewperf/ If that directory does not work, try looking on the OpenGL home page at http://www.sgi.com/Technology/openGL/opengl.html which should contain a pointer to ViewPerf. ==================================================================== Section II: 3D Chipsets available now or in the near future. There are numerous 3D chipsets being worked on, but these 2 happen to be the ones I have detailed information both on the chips and on boards built using them. If I get more information on other chips, I will include them here. ==================================================================== CS01) 3DLabs GLINT 300SX First, a comment about the GLINT 300SX chip, which I will make because it was not clear to me when I first read their specs. They mention texture mapping acceleration, but on the 300SX texture maps are held in host memory and per pixel information is sent to the chip which performs the necessary interpolations and applications. For the upcoming 300TX, the texture maps are held in local memory on the graphics card (the "localbuffer") and the host just sends per vertex information to the chip which performs all the texture mapping calculations. Information on the 300SX can be obtained from the 3DLabs home page at http://www.3Dlabs.com/3Dlabs/ or by sending email to info@3Dlabs.com. The technical specs below were copied directly from the page http://www.3Dlabs.com/3Dlabs/300SXinf.html GLINT 300SX Overview The GLINT 300SX high performance graphics processor combines workstation class 3D graphics acceleration and state-of-the-art 2D performance in a single chip. GLINT is capable of processing 300,000 shaded, depth buffered and anti-aliased polygons/second. The chip provides complete 32-bit color, 2D and 3D acceleration, an on-chip PCI-compliant local bus interface and integrated LUT-DAC control, making a complete graphics subsystem possible with minimal chip count. All the rendering operations of OpenGL are accelerated by the GLINT 300SX, including Gouraud shading, depth buffering, anti-aliasing, alpha blending, and texture mapping. 3D ACCELERATION o 100% OpenGL compliant rendering operations in hardware o Point, line, rectangle and polygon primitives o Gouraud shading, depth buffering, anti-aliasing, dithering, depth cueing, texture map filtering and alpha blending o 2.5 Giga operations per second o 300K Gouraud shaded, depth buffered triangles/sec 2D AND GUI ACCELERATION o True color acceleration of window systems such as Win32 and X11 o Accelerated bitBLT, line drawing, fills, text and window clipping SPECIAL FEATURES o 64-bit hyper-pipelined architecture o Vertex level interface o 112-bit pixel datapath to memory o High quality 16 and 8-bpp dithering of 24-bit graphics images o Fast frame and depth buffer clears o Shared framebuffer interface for easy multimedia integration o VRAM block fill and bit masking o Anti-aliasing for high quality images at 4x4 and 8x8 sub-pixel resolution DISPLAY MODES o Resolutions up to 2560x2048 o 8, 16 or 32-bits per pixel RGBA and 4 or 8-bit color indexed o Packed 8, 16 and 32-bit pixels o Supports advanced modes: double buffering, stereo and overlays GLINT 300SX Graphics Architecture The GLINT 300SX delivers 3D and GUI rendering functionality to improve the performance and quality of graphics applications and APIs. o Gouraud shading o Depth buffering o Anti-aliasing o Dithering o Depth cueing and fog o Texture mapping o Scissor and stipple masking o Alpha blending o Logical Operations (e.g. XOR) The unique hyper-pipelined architecture and 112-bit memory datapath ensure that multiple rendering operations can be combined with no performance penalty - allowing a Gouraud shaded polygon to be processed just as fast when depth buffering, dithering and anti-aliasing are enabled. FRAMEBUFFER CONTROLLER The 64/32-bit framebuffer controller directly interfaces to VRAM or DRAM framebuffers and supports a wide range of pixel depths, resolutions and memory sizes - enabling systems to be tuned to meet specific price/performance targets. O 1-32 MBytes VRAM or DRAM O 8,16 or 32-bit RGBA color O 4 or 8-bit color indexed O 2, 4, 8 pixels per 64-bit word O 640x480 to 2560x2048 O VRAM arbitrary shape block fill O VRAM bit masking O Framebuffer bypass mode LOCALBUFFER CONTROLLER The localbuffer holds optional off-screen information for each pixel including; depth (Z) values, stencil data, arbitrary window clip planes, plus a control field for fast window clearing. The format for each field is user defined, up to a maximum of 48 bits. O 0-48 MBytes DRAM O 0-48-bits wide Depth: 0, 16, 24, 32-bit Stencil: 0, 4, 8-bit Window clipping: 0, 4-bit Fast depth clear: 4, 8-bit O Localbuffer bypass mode for direct access by external devices INTEGRATED VIDEO TIMING An internal timing generator and VRAM transfer controller are incorporated into the GLINT 300SX processor. Advanced systems requiring overlays, stereo, interlace or very large framebuffers can be supported using an external timing generator. SHARED FRAMEBUFFER The GLINT 300SX's on-chip shared framebuffer interface is a fully integrated implementation of S3's interface, allowing GLINT to use video and multimedia co-processors, or for the GLINT to be used as a 3D coprocessor to an S3 device. UPGRADE PATH The GLINT 300SX is the first of a family of GLINT graphics processors that are designed to meet the demands of the graphics designer. The GLINT300TX, is a second generation pin compatible processor that enhances the SX's texture capabilities - supporting local texture storage and pixel address generation for all OpenGL texturing modes. NOTICE: 3Dlabs reserves the right to change the above specifications without notice. From looking at the various boards, it appears that typical performance quotes are in the following range: 3D Gouraud shaded, depth buffered, window clipped, stippled, dithered, and alpha tested rendering performance with 24-bit RGB color depth is the following: 300K 25 pixel triangles/sec 500K 10 pixel vectors/sec 8M independent points/second 500K 9x13 pixels characters/second 2D Graphics performance 1M 10 pixel vectors/sec 500K 10x10 pixel, flat shaded rectangles/sec 500K 9x13 pixels characters/second Scroll Rate 48M pixels/second - 8 bits/pixel ==================================================================== CS02) Lockheed Martin Real3D Information on the Lockheed Martin Read3D chipset was obtained from their WWW server at the following URL: http://www.mmc.com/real3d/ Check there for more information, or call 1-800-393-7730, or send email to real3d@mmc.com The following is taken from a press release found at that site: The REAL3D(tm) chipset is based on real-time computer image generation technology that gives a combination of dynamic response and realism previously available only on dedicated graphics workstations and high end custom image generators. The first product will be the R3D/100 graphics accelerator. Key performance attributes of the new chip set include an embedded 100 MFLOPS geometry processor, pixel write rates of up to 33 million pixels per second, up to 750,000 polygons per second, line processing up to 1.5 million per second, and provides up to 192 color texture maps (128 x 128 mipmapped) in real-time. The new product is an outgrowth of Lockheed Martin's proprietary computer graphics technology previously used in high performance military simulation, engineering research and training applications first developed for astronaut training and military flight simulators. The chip set provides faster processing through its patented hardware design which incorporates geometry processing, rasterization and texture mapping. The R3D/100 embedded floating point geometry processor removes significant processing burden from the host CPU. The patented texture processor applies color mipmapped texture to polygons in true 3D corrected perspective. Designed as a true polygon processor with texture processing and scaleable texture memory from the outset, the R3D/100 chip set includes dedicated hardware acceleration of mipmapped texturing that provides continuous high fidelity image quality. This chip set simulates spotlights, fog and realistic curved surfaces. Additionally, improved image quality is provided with multi-pass anti-aliasing. The R3D/100 chip set directly interfaces with Microsoft 3D/DDI and supports all 3D/DDI-compliant APIs, such as OpenGL(tm) and comes with device driver software and a device driver kit. ==================================================================== CS03) S-MOS SPC1500 3D Graphics Geometry Processor S-MOS Systems is offering the industry's first commercially available single chip 3D geometry accelerator for the PC marketplace. The SPC1500 will work together with any 3D rendering processors to accelerate 3D graphics up to 300K+ lighted triangles per second. 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 data stream to a 2D perspective with lighting and material effects. The SPC1500 integrates a 150Mflop dual floating point engine, an on-chip DMA processor, on-chip ROM to store the algorithm instruction set, and an on-chip RAM cache to store customer instructions in a single 223 pin PGA package. Easy integration S-MOS Systems provides a complete design package for the system integrator and board vendor..... PCI Reference Designs S-MOS Systems provides reference designs and evaluation kits showing the capabilities of the SPC1500 running OpenGL on the WindowsNT platform. Full technical manuals, electronic gerber files, and applications notes are available. Full Software Support WindowsNT and OS/2 Support S-MOS Systems provides OpenGL compliant software and system utilities for the WindowsNT platform. This software supports any rendering board (2D or 3D) that supports 3D DDI. It will also supports direct data transfer to the leading 3D rendering board vendors. MacOS Support S-MOS Systems will will support software drivers and system utilities for Quickdraw3D. An Acrobat version of the SPC1500 Datasheet is available via their page at http://www.smos.com/standard/spc1500.htm For more information contact Giri Venkat, Product Marketing Engineer, S-MOS Systems (E-Mail: venkat@smos.com). ==================================================================== Section III: GLINT 300SX-based Boards The descriptions of the boards in this section will attempt to give information not common to all GLINT 300SX-based boards. ==================================================================== GLINT01) Omnicomp 3DEMON FROM THE SPEC SHEET: 3DEMON 3-D Graphics Accelerator for PCI Local Bus Technical Brief The 3DEMON provides workstation class 3-D graphics and high performance 2-D acceleration using the GLINT (tm) 300SX 3-D processor from 3Dlabs. Frame buffer: