Re: Texture memory on RE2

New Message Reply Date view Thread view Subject view Author view

Sharon Clay (src++at++rose)
Thu, 8 Feb 1996 04:24:54 -0800


+>---- On Feb 8, 9:36pm, Simon Bennett wrote:
> Subject: Re: Texture memory on RE2
->From guest++at++holodeck Thu Feb 8 03:22:18 1996
->Date: Thu, 8 Feb 1996 21:36:39 +1100 (EST)
->From: Simon Bennett <simonb++at++wormald.com.au>
->X-Sender: simonb++at++murad
->To: Rainer Krampe <Rainer.Krampe++at++lm.otn.dasa.de>
->Cc: Performer Mailing List <info-performer++at++sgi.sgi.com>, d3++at++po.iijnet.or.jp
->Subject: Re: Texture memory on RE2
->In-Reply-To: <3119BA24.8A5++at++lm.otn.dasa.de>
->
->On Thu, 8 Feb 1996, Rainer Krampe wrote:
->
->> Hi Yutaka,
->> The latter is correct, because each RM4 added gives you only more pixel
->> throughput.

On both RE and IR, additional RMs gives you additional pixel performance
and pixel depth for more framebuffer memory resources - bigger framebuffers
and/or more of them with more depth. For example, more samples per
pixel, or the ability to do 16 samples of multisample with stereo buffers, etc.

->> Also you may not mix RM4s (4Mb) with RM5s (16Mb) in one pipe.
->> The same is true for the InfiniteReality
->
->I'd bet you my grandmother that you can't use either RM4's *or* RM5's in
->the InfiniteReality...
->

You get to keep your grandmother :-)
IR has an RM6 that can be currently configured with 16 or 64 MBytes of
texture memory.

src.

-- 
-----{-----{---++at++   -----{----{---++at++   -----{----{---++at++   -----{----{---++at++
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src++at++sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---++at++   -----{----{---++at++   -----{----{---++at++   -----{----{---++at++

New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:52:23 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.