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-   -   PS2ªºGPU (https://www.pcdvd.com.tw/showthread.php?t=429741)

leempcst 2004-12-30 01:25 PM

PS2ªºGPU
 
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rick070 2004-12-30 01:38 PM

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bluesystem 2004-12-30 01:51 PM

[Âà¦Û¤Ú«¢©i¯SPS2ºëµØ°Ï:1-5-1-3]

PlayStation2 ø¹Ï´¹¤ù¡yGraphics Synthesizer¡z°ò¥»³W®æ

GS ®Ö¤ß¡G ¤º´O DRAM ¥­¦æºtºâø¹Ï³B²z¾¹

¹B§@ÀW²v¡G 147.456MHz

¹Ï¯À³B²z³æ¤¸¡G 16 ­Ó¥­¦æ³B²z

¤º´O DRAM ®e¶q¡G [email protected]

°O¾ÐÅé¶×¬y±ÆÁ`ÀW¼e¡G ¨C¬í 48GB

¤º³¡¸ê®Æ¶×¬y±ÆÁ`¼e«×¡G 2560 ¦ì¤¸

Ū¨ú³q¹D¡G 1024 ¦ì¤¸ (64bit x 16)
¼g¤J³q¹D¡G 1024 ¦ì¤¸ (64bit x 16)
§÷½è¸ê®Æ¥Î³q¹D¡G 512 ¦ì¤¸ (32bit x 16)

³Ì¤jÅã¥Ü¦â¼Æ¡G 32 ¦ì¤¸¦â (RGBA ¦U 8 ¦ì¤¸)

Z-Buffer¡G 16 / 24 / 32 ¦ì¤¸

¹Ï§Î³B²z¾÷¯à¡G Texture Mapping
Bump Mapping
Fogging
Alpha Blending
Bi/Tri-linear Filtering
MIPMAP, Anti-Aliasing
Multi-Pass Rendering

¹Ï¯À¶ñ¥R®Ä¯à¡G ¨C¬í 24 »õ­Ó¹Ï¯À (2.4G,³B²z Z A ®É)
¨C¬í 12 »õ­Ó¹Ï¯À (1.2G,³B²z Z A T ®É)

µù: Z = Z Buffering
A = Alpha Blending
T = Texture Mapping

¤À¤l·L²É´yø©Ê¯à¡G ¨C¬í 1.5 »õ­Ó (150M)

°Êµe«÷¦X®Ä¯à¡G ¨C¬í 1875 ¸U­Ó 8 x 8 ¹Ï¯À°Ï¶ô

¦hÃ䫬´yø©Ê¯à¡G ¨C¬í 7500 ¸U­Ó (·L¤p¦hÃ䫬)
¨C¬í 5000 ¸U­Ó (48 ¹Ï¯À¥|¨¤§Î, ³B²z Z A)
¨C¬í 3000 ¸U­Ó (50 ¹Ï¯À¤T¨¤§Î, ³B²z Z A)
¨C¬í 2500 ¸U­Ó (48 ¹Ï¯À¥|¨¤§Î, ³B²z Z A T)

¼v¹³¿é¥X®æ¦¡¡G NTSC/PAL
Digital TV
VESA SuperVGA (³Ì¤j 1280 x 1024)

»sµ{¡G 0.25 ·L¦Ì (¹h¼e 0.25 ·L¦Ì)

®Ö¤ß¹qÀ£¡G 1.8 ¥ñ¯S

¯Ó¹q¶q¡G 10 ¥Ë

ª÷Äݰt½u¼h¼Æ¡G 5 ¼h

Á`¹q´¹Å鼯¡G 4270 ¸U

´¹¤ù¤Ø¤o¡G 279 mm^2 (0.25 ·L¦Ì»sµ{®É)

«Ê¸Ë¡G 384 °¦±µ¸} BGA

bluesystem 2004-12-30 02:00 PM

PS2¦³¤@­Ó°ÝÃD¬O¨S¦³¿ìªk¸òPCªºÅã¥Ü´¹¤ù¨Ó¤ñ¸ûªº. PS2ªº¦hÃä§Î¹Bºâ¬O¦bCPU(EE)¤¤­pºâªº.
¦³ÂI¹³PCªºCPUùØ­±¦³Vertex ShaderµwÅé½u¸ôªº·Pı....©Ò¥H­n¸òPCªºÅã¥Ü´¹¤ù¤ñ,±o­n§âEE
¤@°_¯Ç¶i¨Óºâ¤~·Ç(¤£¹LEEªºVU0, VU1¤£¤@©w¥u·|µ¹¦hÃä§Î¹Bºâ¨Ï¥Î, ©Ò¥H¹ê»Úªí²{ÁÙ¬O­n¬Ý
µ{¦¡«ç»ò¼g).

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ºc¤Wªº¤£¦P. °ò¥»¤W¦³ÂI¹³®³1000c.c.ªº¾÷¨®¸ò1000c.c.¨T¨®¨Ó¤ñ...¦³¨Ç¨S¦³·N¸q.

leempcst 2004-12-30 02:02 PM

¨º¤p§Ì¦b°Ý¤@¤U¡A¥H¤U³o¨Ç¬O¤°»ò¡H ·PÁ :D
¹Ï§Î³B²z¾÷¯à¡G Texture Mapping
Bump Mapping
Fogging
Alpha Blending
Bi/Tri-linear Filtering
MIPMAP, Anti-Aliasing
Multi-Pass Rendering

: Z = Z Buffering
A = Alpha Blending
T = Texture Mapping

julivs 2004-12-30 05:07 PM

¤é«eNVIDIA¤½开¤F¤@¨ÇPS3 GPUªº¯S©Ê¡A该GPU将拥¦³现¦b©M¥¼来¤@¥N图§Î产«~ªº¬[ÌÛ¯S©Ê¡A¦}¥B内¸m内¦s±±¨î¾¹¡A¤ä«ùRambusªºXDR DRAM¡C
¡@¡@®ÚÕuPC Watch预测¡APS3 GPU将¨Ï¥Î¨ì¥Ø«eNV40¬[ÌÛ¤¤ªº§Þ术¡A¦P时还将拥¦³¤U¤@¥N图§Îªä¤ù¡A¤]´N¬ONV50ªº众¦h¯S©Ê¡CNVIDIA CEO黄¤¯勋ªí¥Ü¡APS3 GPU将©MWindows¨t统¡BDirectX©MOpenGLµ¥§¹¥þ没¦³关¨t¡A¥¦将¤ä«ùSONY¦Û¤v为´å戏Éó开发ªºAPI¡C

¡@¡@¥Ø«e¡A¥]¬ASONY©MªQ¤Uµ¥®ø费电¤l产«~ªº领导ÉD°Ó³£ªí¥Ü¡A将¦b¦Û¤vªº产«~¤¤ªö¥ÎRambus XDR内¦s¡A¨Ò¦pPS3´å戏¥DÉó¥H¤ÎªQ¤Uªº数¦r电视µ¥¡C¤@¨ÇÊI络¤½¥q¤]对XDR«Ü·P兴½ì¡C

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julivs 2004-12-30 05:20 PM

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0220 2004-12-30 08:42 PM

err....·sª©ªºPS2¤w±NEE+GS¾ã¦X,³o¤U¨ì©³¬OCPUÁÙ¬OGPU¥i²z¤£²M¤F! :laugh:

orinsinal 2004-12-30 08:59 PM

¾ã¦X¤£µ¥©ó²V¦X,±q¹q¸ôªº³]­p¹Ï¤´µM¥i¥H¬Ý¥X¬O¨â­Ó¤£¦Pªº´¹¤ù.(¦L¶H¤¤¦ü¥G¬O¥ª¥k¤À°Ïªº¼Ë¤l)

OZAKI00 2004-12-30 09:28 PM

¤Þ¥Î:
§@ªÌleempcst
¨º¤p§Ì¦b°Ý¤@¤U¡A¥H¤U³o¨Ç¬O¤°»ò¡H ·PÁ :D
¹Ï§Î³B²z¾÷¯à¡G Texture Mapping
Bump Mapping
Fogging
Alpha Blending
Bi/Tri-linear Filtering
MIPMAP, Anti-Aliasing
Multi-Pass Rendering

: Z = Z Buffering
A = Alpha Blending
T = Texture Mapping


§Úª¾¹D´X­Ó
Bump Mapping ¥W¥Y¶K¹Ï
Fogging ¤j®ð(Ãú®ð)®ÄªG
Alpha Blending ³z©ú¶K¹Ï¿Ä¦X ...(À³¸Ó§a. :stupefy: )
Z = Z Buffering 3«×ªÅ¶¡ x.y.z¨ä¤¤¤@¶b¡A³oÃäªí¥Ü²`«× ¥Î¨Ó°µ´º²`¤ñ¸û¦h
T = Texture Mapping ¶K¹Ï

´N³o¼Ë..¦³¿ù½Ð«ü¥¿ :nonono:


©Ò¦³ªº®É¶¡§¡¬°GMT +8¡C ²{¦bªº®É¶¡¬O02:08 PM.

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