3D Chips and Cards

Multi-Texturing Or Multi-Pixel-Rendering

The equipment of 3D-chips with two parallel rendering pipelines has latest by now become a standard in the 3D-performance arena. Last year this was implemented into the Voodoo2 chip set for the first time. In the past a pixel had to be rendered in two or more passes to reach higher realism, as e.g. for the lighting effects in Quake, Quake2, Unreal, Halflife or Shogo. The rendering of the texture and the lighting map can be done in parallel and thus at double the speed if the 3D-chip has got two parallel rendering pipelines. If a game is less complex and requires only one rendering pass, each of those pipelines can render a different pixel, thus doubling the fill rate (this is something that Voodoo2 could not do). All new or upcoming 3D-chips have at least two rendering pipelines. The future 3D-chips will soon come with four or more pipelines whilst at the same time 3D-games will require more than only two rendering passes for each pixel.

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