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powerVR was used to power the DC, how ironic that SONY should use that solution to topple nintendo...

on a more serious note.. the one thing to appreciate about the powerVR series is tile based rendering>

http://en.wikipedia.org/wiki/Tiled_rendering


Tiled rendering is the process of subdividing ("tiling") a cut scene by a regular grid in image space to facilitate the use of limited hardware rendering resources later in the pipeline.

Major examples of this are:

* PowerVR rendering architecture: The rasterizer consisted of a 32x32 tile into which polygons were rasterized across the image across multiple pixels in parallel. On early PC versions, tiling was performed in the display driver running on the CPU. In the application of the Sega Dreamcast console, tiling was performed by a piece of hardware. This facilitated deferred rendering--only the visible pixels were texture-mapped, saving shading calculations and texture-bandwidth.
* Xbox 360: the GPU contains an embedded 10MB framebuffer; this is not sufficient to rasterize an entire 1280x720 image with 4x anti-aliasing, so a tiling solution is superimposed.
* Implementations of Reyes rendering often divide the image into tile buckets.
* Pixel Planes 5 architecture (1991)[1]
* Microsoft Talisman (1996)



Doubt is not a pleasant condition, but certainty is absurd.

owner of : atari 2600, commodore 64, NES,gameboy,atari lynx, genesis, saturn,neogeo,DC,PS2,GC,X360, Wii

5 THINGS I'd like to see before i knock out:

a. a AAA 3D sonic title

b. a nintendo developed game that has a "M rating"

c. redesgined PS controller

d. SEGA back in the console business

e. M$ out of the OS business