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January 7th, 2002 (updated)
 |
Review:
VideoLogic's Vivid! Graphics Card |
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The Vivid! graphics
card is based on KYRO, which is a PowerVR Series3 graphics processor manufactured
by STMicroelectronics, but designed by VideoLogic (div. of Imagination
Technologies).
KYRO is the first in a series of
chipsets based on the PowerVR Series3 architecture. An update to the architecture
called KYRO 2, was released with the exact same graphical features as KYRO
1, but running at a clock rate of 175 MHz. More details on that, can be
found here. |
Specifications
Click to Enlarge
|
Click to Enlarge
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|
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GPU core clocked at 115 MHz
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32 MBytes* of single data rate SDRAM
clocked at 115 MHz
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128-bit memory data path
-
1.85 GB/s memory bandwidth
-
230 megapixels/sec or 230 megatexels/sec
-
20 million polygons per second (peak)
-
12 million transistors
-
STMicroelectronics 0.25 micron process
-
fast 128-bit 2D engine
-
AGP 4X/2X
-
270 Mhz RAMDAC
*Note: There are also KRYO based boards
that contain 64 MBytes of single data rate SDRAM. |
Click to Enlarge
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PowerStrip program showing Vivid!'s
core clock rate and memory clock rate. You can download PowerStrip yourself
from EnTech's website. |
3D
Features
-
Effective fill rates increase with 3D
complexity (around one gigapixel at a depth complexity of four)
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Flat and Gouraud shading
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Perspective texturing and shading
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Specular highlights
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D3D Environment Mapped Bump Mapping
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DirectX Texture Compression (DXTC)
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8 Layer Multitexturing support
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32-bit Z/Stencil buffer
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Internal True Color™ 32-bit ARGB internal
rendering and layer blending· Full tile
-
blend buffer
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Z load/store mode
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Table and per vertex fog
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Palletised textures
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16-bit textures
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32-bit textures
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YUV and DXT textures
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Point, bilinear, trilinear and anisotropic
filtering
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Full range of OpenGL and D3D blend modes
-
Alpha test
-
Pixel-perfect full scene anti-aliasing
(FSAA)
What
You Get
Besides the Vivid! video card, you
get two CD-ROM's:
Driver CD contains the Vivid! card's
drivers and also contains:
Game Demos
-
Sierra's SWAT 3
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Eidos Interactive's Tomb Raider: The
Last Revelation
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EA Sports FIFA 2000
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Attention to Detail's Rollcage Stage
II
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Eidos Interactive's Urban Chaos
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Neversoft's Tony Hawk's Pro Skater 2
Note: all the above are just demos,
and none of them are full versions.
Technology Demos
-
Fortune - demonstrates fill rate with
lots of overdraw present using a stack of playing cards
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House - illustrates PowerVR Series3's
8-layer multitexturing by applying lots of layers to a house
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Dragonfly - the wings of a dragonfly
are used to illustrate motion-blur effects
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Scanner - illustrates modifier volumes
effects that can be implemented by use of stencils
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Wheel - shows bump mapping
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Vase - shows one of the several uses
of multi-texture blending
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VillageMark - showing how the Vivid!
card handles lots of depth complexity in a demo setting by rendering
a village
Screen Savers: A bunch of psychedelic
screen savers that use the Vivid!'s rendering hardware.
Applications:
-
E-Color's Colorific - gives you precise,
predictable color matching between your screen and color peripherals such
as printers, scanners, and digital cameras by creating an accurate profile
of your monitor
-
3Deep - provides colour and lighting
correction to optimise your 3D gaming environment. 3Deep eliminates dark
or washed out graphics.
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True Internet Color - delivers accurate
color for all your online images
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Microsoft's Netmeeting Videoconferencing
- provides the link between your Internet connection, a video capture card
and a video camera to turn your computer into a video phone
-
Winzip 8.0 - compression software
InterVideo's WinDVD 2000 software
player that provides support for MP3, VCD, MPEG1, and MPEG2. The WinDVD
2000 software uses the KYRO chipset hardware MPEG2 decode acceleration
with motion compensation; 4:2:0 Overlay support; sub-picture blending;
X, Y interpolated scaling and color keying. This software was not tested,
due to not having a DVD-ROM drive.
2D
Core
The KRYO chipset has an excellent
2D core as these results
show at Tom's Hardware Guide.
PowerVR
Technology Overview
|
PoverVR Technology is quite different
than traditional rendering architectures, and is more or less best defined
as a rendering architecture that only renders what the viewer can see.
A traditional graphics chip renders all polygons in a scene, even those
polygons sitting behind other opaque polygons. The traditional way of rendering
wastes a lot of fill-rate on hidden surfaces. |
Infinite Planes
The
key to PowerVR's rendering efficiency is the use of an algorithm to determine
all front facing polygons and transform those surfaces into "infinite planes".
It's this procedure that eliminates all the hidden surfaces in a scene.
As you can see in the example on the left, there is quite a lot of hidden
surfaces that should not be rendered. The PowerVR way of rendering a scene
will get more important with time, as games are getting more complex with
more objects in any given scene, and each surface in a scene is increasing
in the amount of multi-texturing, shading, and lighting used. Another important
advantage of infinite planes, is that a Z-buffer is no longer needed, thus
giving a savings in memory space and memory bandwidth. This becomes more
important as the resolution increases. |
Tile Rendering
|
The PowerVR architecture also breaks
up scenes into "tiles", and renders each tile in a buffer on-chip. This
allows for more efficient use of the memory bandwidth, as the tile can
then be written to memory more efficiently in blocks. |
Important
Graphical Features
Environment-mapped bump mapping
Click to Enlarge
|
KYRO provides efficient Direct3D
Environment Mapped Bump Mapping (EMBM), which increases the realism of
3D rendered scenes by creating an illusion of depth on a surface. KYRO’s
EMBM uses per-pixel operations to represent the greater detail on texture
surfaces. As KYRO's EMBM is fully Direct3D compliant, developers are able
to use it to create a wide range of surface texturing effects. |
Full Scene Anti-Aliasing (FSAA)
The KYRO chipset is capable of 2X
and 4X full-scene anti-aliasing (FSAA). It's the on-chip mini-framebuffer
(tile size: 32x16 pixels) that allows for 2X and 4X full-scene anti-aliasing
(FSAA) with no additional overhead. KYRO's 4X FSAA, means that the source
image is four times the size of the display image. It's the downsampling
the gets rid of the annoying artifacts like sharp contrast pixel edges
(jaggies), texture shimmering, and moire patterns resulting in a smoother
more pleasant looking display.
Internal True Colour
KYRO does all internal color calculations
at 32-bit color depth, even if the source is 16-bits. When many layers
of color information is blended togeather in a 16-bit pipeline, you lose
information due to lack of accuracy, but with KYRO's Internal True Color
feature, the best possible image quality is retained no matter how many
layers have to be blended togeather. This is very important for transparencies,
as rendering explosions, fire, etc., can result in many transparency layers
that have to be blended togeather. It is also important for multi-texturing
on opaque surfaces.
Here is a page
at Sharky Extreme's KYRO review that shows the difference between KYRO's
Internal True Color 16-bit output, and 16-bit output from a Geforce2 MX
chipset.
8 Layer Multi-texturing
KYRO allows 8 layers of texturing
in a single pass (multi-cycle though). Information below is from the technology
overview section
at powervr.com on 8 layer multi-texturing:
Performance Increase
due to Reduced Bus and CPU Loading
Multi-pass rendering on traditional
hardwares will require the polygon data to be sent to the HW several times.
KYRO's multi-texturing only requires the polygon data to be sent once.
As a result system bus bandwidth and CPU loading are much lower with KYRO's
multi-texture hardware.
Performance Increase
due to Reduce Z-buffer and Framebuffer Access
Multi-pass rendering on traditional
3D accelerators involves blending the current primitive onto the previous
primitive contained in the Z-buffer and framebuffer. Additional Z-Buffer
Read/Write and Framebuffer Read/Write memory accesses are necessary, reducing
performance and consuming fill rate. KYRO's multi-texturing support renders
interim stages into the internal tile buffer eliminating the need for external
memory accesses until the tile is complete and ready to be written to the
framebuffer.
Drivers
Includes Windows 9X/ME, NT4.0 and
Win2000 display drivers.
Vivid! driver used: version 1.00.04.0044
dated 10/10/2000 (drivers that came with the card)
Installation of the drivers was an
easy affair after the installation of the card in the AGP slot. Both OpenGL
and D3D drivers that come with the card are extremly stable, and run every
game that I threw at them over the past month. 2D performance is very fast
also, with good color presented. Gamma correction is also provided.
Excellent support is provided by
VideoLogic by providing a method off of the Windows Start menu to check
for new drivers as shown below.
Vivid! Start Menu Options
Desktop Manager - ensures that
your Windows desktop is neatly arranged when you switch between display
mode resolutions. Very handy if you don't want you icons messed up when
going from high resolution to low resolution and back again.
Display Properties - easy
access to the driver settings.
Display Reset - can restore
your preferred display settings through a hotkey.
PowerVR Support Centre -
provides information on your system to help VideoLogic technical support
to isolate and solve your problem. VideoLogic contact information is listed
here, with toll free voice, fax and email support provided.
Remove Vivid! - allows removal
of video driver. Very important to use this when you have to update to
a newer driver, or the driver has become corrupted due to a system crash
and you need to reinstall it.
Web Download - will check
VideoLogic Online to see if you have the latest driver, and if not, you
can then download the new drivers.
The above clearly shows an impressive
set of utilities and support options for this card!
Benchmarks
System 1
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AMD K6-2 500 MHz
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EPoX EP-MVP3G2 (VIA MVP3 100MHz) motherboard
with 2X AGP slot
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128 MB 66 MHz SDRAM
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Vivid! 32 MB AGP video card
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XWave QS3000A (Yamaha XG) sound card
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Windows ME with DirectX 7.0
System 2
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AMD Athlon XP 1600+ (1.4 GHz) and AMD
Duron 600 MHz
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Elitegroup (ECS) K7S5A (SiS 735) motherboard
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Micron 256 MB 133 MHz DDR SDRAM, PC2100
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Vivid! 32 MB AGP video card
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AC97 Sound Codec on motherboard
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Windows ME with DirectX 8.0a
Note: sound was on for
all benchmark tests, and used the driver that was released with the card.
Quake III Arena (demo version)
A lot people are tired of seeing
this game as a benchmark, but it is a good benchmark, as it has quite high
polygon and fill-rate requirements. The benchmarks popularity allows these
results to easily be compared with other CPU's and graphics cards.
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Quake III Arena 640x480 32-bit
High Quality FSAA
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Run benchmark "demo001" by:
1) In game options, turn on everything
except "Sync every frame"
2) Open console by pressing "~"
key
3) Enter: timedemo 1
4) Enter: demo demo001
| Q3A
Settings |
Low
Quality
|
High
Quality
|
| Geometric
Detail |
Low
|
High
|
| Texture
Detail |
Low
|
High
|
| Texture
Quality |
16-bit
|
32-bit
|
| Texture
Filter |
Bilinear
|
Trilinear
|
| *Lighting
set to Lightmap |
| demo001 |
Processor
|
16-bit
color
|
32-bit
color
|
| Resolution |
Low
|
High
|
High
|
| 640x480 |
K6-2
500 MHz |
39
|
36
|
36
|
| Duron
600 MHz |
69
|
67
|
67
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| Athlon
1.4 GHz |
73
|
72
|
72
|
| 1024x768 |
K6-2
500 MHz |
37
|
34
|
34
|
| Duron
600 MHz |
60
|
51
|
50
|
| Athlon
1.4 GHz |
62
|
53
|
51
|
| *All
scores in frames per second and rounded down to nearest whole number |
As you can see with Quake III the
Vivid! is great for a K6-2 500 MHz or Duron 600 MHz, but clearly is fill-rate
limited on a Athlon XP 1600+ (1.4 GHz).
| demo001
FSAA |
Processor
|
16-bit
color
|
| Resolution |
Low
|
High
|
| 640x480 |
K6-2
500 MHz |
35
|
31
|
| Duron
600 MHz |
46
|
38
|
| Athlon
1.4 GHz |
46
|
38
|
| 800x600 |
K6-2
500 MHz |
29
|
24
|
| Duron
600 MHz |
30
|
25
|
| Athlon
1.4 GHz |
30
|
25
|
| *All
scores in frames per second and rounded down to nearest whole number |
Full Screen Anti-aliasing (FSAA)
was on for both horizontal and vertical axis. FSAA was only tested at low
resolution, as aliasing errors are less noticable at high resolutions.
Performance is quite good with FSAA on, but my personal preference is playing
at 1024x768 with it off.
FSAA cleans up more than aliased
edges (jaggy edges) as it gives the whole scene a smoother look, and also
gets rid of flickering pixels (usually white pixels). This makes it worth
while to use FSAA for resolutions 1024x768 and above, but of course only
if the video card can sustain reasonable frame rates at those resolutions.
Q3A Conclusion:
Well adding an Athlon XP 1600+ (1.4
GHz) does very little to Quake III over a Duron 600 MHz as clearly the
video card is becoming the limit of the system.
Notice also that the frame rate drop
from low quality to high quality is very small, yet the visual quality
difference is huge, due largely to the texture size differences. I see
no reason to play in low quality mode, in order to save a few frames per
second. Here is comparison between the two modes:
 |
| 640x480 32-bit Low & High Quality
FSAA |
Quake III Arena is very good for
showing Vivid!'s 16-bit quality, as it looks as good as 32-bit quality.
Other graphics chips would be hard pressed to make that claim.
Dagoth Moor Zoological Gardens
Dagoth Moor Zoological Gardens is
a technology demo and a benchmarking tool developed by WXP
to originally demonstrate the GeForce 256 3D accelerator card. It is not
a game, nor a demo of a game. This technology demo runs on DirectX 7.0,
and as you can see runs just fine on the Vivid!.
| Resolution |
Processor
|
16-bit
color
|
32-bit
color
|
| 640x480 |
K6-2
500 MHz |
20
|
20
|
| Duron
600 MHz |
42
|
42
|
| Athlon
1.4 GHz |
100
|
99
|
| 1280x960 |
K6-2
500 MHz |
20
|
19
|
| Duron
600 MHz |
36
|
34
|
| Athlon
1.4 GHz |
37
|
34
|
| *All
scores in frames per second and rounded down to nearest whole number |
At low resolution, the demo shows
a huge increase between the processors, but at high resolution very little
increase between the Athlon and Duron, as the video card is limiting the
frames per second with lack of fill-rate.
The fact that this demo shows a huge
increase between the Athlon and the Duron at low resolution compared to
Quake III, is because the game is very CPU intensive with it's huge amount
of polygons.
| Resolution |
Processor
|
16-bit
color
|
| 1280x960
FSAA |
K6-2
500 MHz |
14
|
| Duron
600 MHz |
12
|
| Athlon
1.4 GHz |
19
|
| *All
scores in frames per second and rounded down to nearest whole number |
Full-scene anti-aliasing (FSAA) at
1280x960 means that the game was rendered at 1280x1920 internally. The
reason why the X axis is not doubled is because the KYRO driver that is
currently available turns off FSAA for any axis that has a resolution over
1024. So only FSAA on the Y axis here. 640x480 with no FSAA versus 1280x960
with Y-axis FSAA is an 8 times difference in load (pixel writing).
Interesting results as the Duron
score is lower than the K6-2. Not much improvement when the Athlon is added
to the mix, as the card is more or less hitting it's fill-rate limits with
the K6-2. Not a very practical benchmark, as I doubt anyone will really
care about running this demo at 1280x960 with FSAA on, but interesting
to see, and will be used for comparison purposes with future KYRO cards,
like maybe KYRO 3.
3DMark2000
This benchmark has been heavily criticized
by a lot of people as being too heavily CPU dependent, as it puts more
emphases on polygon transformation than fill-rate. You have to consider
that this benchmark was not designed just for testing video cards, but
was designed to test your system as a whole, as games are not just increasing
in fill-rate, but are also increasing in polygons.
| Resolution |
Processor
|
C16/T16/Z16
|
C32/T32/Z32
|
| 640x480 |
K6-2
500 MHz |
1429
|
1429
|
| Duron
600 MHz |
3321
|
3328
|
| Athlon
1.4 GHz |
7339
|
6930
|
| 1280x1024 |
K6-2
500 MHz |
1400
|
666
|
| Duron
600 MHz |
2530
|
2091
|
| Athlon
1.4 GHz |
3088
|
2358
|
*All
scores in 3D marks, *C16/T16/Z16: 16-bit color, textures, and z-buffer
*C32/T32/Z32:
32-bit color, textures and z-buffer, *double frame buffer |
The criticism mention above is fully
justified, as the benchmark is very much CPU limited at lower resolutions,
but at higher resolutions, the video card is holding the score back, even
though it is still showing an increase between each CPU, but just a smaller
increase. The continual increases at either resolution between the different
CPU's shows this to be a very good benchmark, as it is not CPU limited
or even fill-rate limited yet.
3DMark2000 is available at MadOnion.com.
It is a very nice benchmarking tool, which offers a lot of options and
detailed reports that can be used to compare against other systems online
at MadOnion.com's site.
3DMark2001
Decided to add 3DMark2001 benchmark
to the review, as it is a popular benchmark. Can only include the Athlon
XP 1600+ (1.4 GHz) scores, as that is my current system. These scores can
be used to compare with other systems at MadOnion.com.
| Processor |
Resolution
|
C16/T16/Z16
|
C32/T32/Z32
|
| Athlon
1.4 GHz |
640x480 |
2954
|
2942
|
| 1280x1024 |
2702
|
2537
|
*All
scores in 3D marks, *C16/T16/Z16: 16-bit color, textures, and z-buffer
*C32/T32/Z32:
32-bit color, textures, and z-buffer, *double frame buffer |
Those are half decent scores, but
what is not listed, is that the Vivid! card is showing it's age a bit,
as there are parts of this benchmark that will not run, as they require
DirectX 8 hardware, like Pixel Shaders. Of course that is not really an
issue with games yet, as even games that use DirectX 8.0 hardware features,
run just fine, as the card is DirectX 8 compliant.
Conclusion
Well the card is still holding it's
own, after a couple CPU upgrades, and is more than adequate for the number
of games that I play on my computer. With fill-rate heavy games like Quake
III, you are not going to see much an improvement with a processor over
a 600 MHz Duron, but with games that require lots of CPU power, the card
is doing just fine.
This card comes with solid OpenGL
and D3D drivers (download DirectX 8.0a), and provides about the best 16-bit
quality/performance output around.
Been playing a lot of Tribes 2 (demo),
and Serious Sam - The Second Encounter at 800x600 with all graphic features
set to max, and plays very smooth with no graphical abnormalities.
Other
Cards
The Vivid! 32 MB AGP video card by
VideoLogic is not the only card using the KRYO 1 chipset, as there are
a number of others, and that can be had for well under a $100 US. You can
find other cards listed at www.pricewatch.com.
Just type "kyro" in their search engine.
Links
VideoLogic's site
Imagination Technologies site
PowerVR.com website
STMicroelectronics KYRO section |