Discussion:
PowerVR Series 5 specs leaked (?)
(too old to reply)
AM2forever
2004-02-16 15:24:28 UTC
Permalink
saw this on Beyond3D

PowerVR Series 5 specs. supposedly anyway.

quote:
--------------------------------------------------------------------------------

# Max Texture Height 4096 px
# Max Texture Width 4096 px
# Max Active Hardware Lights 8
# Max Texture Blending Stages 8
# Textures In Single Pass 16
# Fixed Function
# Max Texture Coordinates 8
# Max Vertex Blend Matrices 98
# Pixel Shader Version 3.0
# Vertex Shader Version 3.0
# DirectX Version Hardware Support 9.0C
# Max User Clipping Planes 8
# Memory And Core Clock 375 MHz synchro
# VGA Core Codename PowerVR S5A2
# Total Local Video Memory 256 MB
# Total Local Texture Memory 254 MB
# Max AGP Memory 256 MB

# Rendering Bit Depths 16, 32
# Z-Buffer Bit Depths 16

# Direct3D Device Features
# Additive Texture Blending Supported
# AGP Texturing Supported
# Anisotropic Filtering Supported
# Bilinear Filtering Supported
# Cubic Environment Mapping Supported
# Cubic Filtering Supported
# Decal-Alpha Texture Blending Supported
# Decal Texture Blending Supported
# Directional Lights Supported
# DirectX Texture Compression Supported
# DirectX Volumetric Texture Compression Supported
# Dithering Supported
# Dot3 Texture Blending Supported
# Dynamic Textures Not Supported
# Edge Antialiasing Supported
# Environmental Bump Mapping Supported
# Environmental Bump Mapping + Luminance Supported
# Factor Alpha Blending Supported
# Geometric Hidden-Surface Removal Supported
# Guard Band Supported
# Hardware Scene Rasterization Supported
# Hardware Transform & Lighting Supported
# Legacy Depth Bias Supported
# Mipmap LOD Bias Adjustments Supported
# Mipmapped Cube Textures Supported
# Mipmapped Volume Textures Supported
# Modulate-Alpha Texture Blending Supported
# Modulate Texture Blending Supported
# Non-Square Textures Supported
# N-Patches Supported
# Perspective Texture Correction Supported
# Point Lights Supported
# Point Sampling Supported
# Projective Textures Supported
# Quintic Bezier Curves & B-Splines Not Supported
# Range-Based Fog Supported
# Rectangular & Triangular Patches Not Supported
# Rendering In Windowed Mode Supported
# Scissor Test Supported
# Slope-Scale Based Depth Bias Supported
# Specular Flat Shading Supported
# Specular Gouraud Shading Supported
# Specular Phong Shading Supported
# Spherical Mapping Supported
# Spot Lights Supported
# Stencil Buffers Supported
# Sub-Pixel Accuracy Supported
# Table Fog Supported
# Texture Alpha Blending Supported
# Texture Clamping Supported
# Texture Mirroring Supported
# Texture Transparency Supported
# Texture Wrapping Supported
# Triangle Culling Not Supported
# Trilinear Filtering Supported
# Two-Sided Stencil Test Supported
# Vertex Alpha Blending Supported
# Vertex Tweening Supported
# Volume Textures Supported
# Z-Bias Supported
# Z-Test Supported
# W-Buffering Supported
# Z-Based Fog Supported
# Vertex Fog Supported
# W-Based Fog Supported
--------------------------------------------------------------------------------

Series 4 was cancelled.
Series 3 was called KYRO (I, II)
Series 2 was in Dreamcast, NAOMI, Neon250, NAOMI 2
Series 1 was the first two PC chip, PCX1, PCX2

I wanted Sega to build the sucessor to Dreamcast around PowerVR Series
5 or even Series 6. maybe one day when Sega recovers its strength, it
and Sammy
(perhaps with SNK/Playmore as well) will make a new home videogame
machine....
Phillip Roncoroni
2004-02-16 20:25:36 UTC
Permalink
Post by AM2forever
saw this on Beyond3D
PowerVR Series 5 specs. supposedly anyway.
These are apparently bogus specs...
--
goodcow
goodcowfilms.com
Mojo JoJo
2004-02-17 05:38:39 UTC
Permalink
I thought the Kyro 2 used the same PowerVR chipset as the dreamcast, not a
step above. Hmm. My videocard is a Kyro2, wish there was more software to
take advantage of it.

Mojo
Post by AM2forever
saw this on Beyond3D
PowerVR Series 5 specs. supposedly anyway.
--------------------------------------------------------------------------
------
Post by AM2forever
# Max Texture Height 4096 px
# Max Texture Width 4096 px
# Max Active Hardware Lights 8
# Max Texture Blending Stages 8
# Textures In Single Pass 16
# Fixed Function
# Max Texture Coordinates 8
# Max Vertex Blend Matrices 98
# Pixel Shader Version 3.0
# Vertex Shader Version 3.0
# DirectX Version Hardware Support 9.0C
# Max User Clipping Planes 8
# Memory And Core Clock 375 MHz synchro
# VGA Core Codename PowerVR S5A2
# Total Local Video Memory 256 MB
# Total Local Texture Memory 254 MB
# Max AGP Memory 256 MB
# Rendering Bit Depths 16, 32
# Z-Buffer Bit Depths 16
# Direct3D Device Features
# Additive Texture Blending Supported
# AGP Texturing Supported
# Anisotropic Filtering Supported
# Bilinear Filtering Supported
# Cubic Environment Mapping Supported
# Cubic Filtering Supported
# Decal-Alpha Texture Blending Supported
# Decal Texture Blending Supported
# Directional Lights Supported
# DirectX Texture Compression Supported
# DirectX Volumetric Texture Compression Supported
# Dithering Supported
# Dot3 Texture Blending Supported
# Dynamic Textures Not Supported
# Edge Antialiasing Supported
# Environmental Bump Mapping Supported
# Environmental Bump Mapping + Luminance Supported
# Factor Alpha Blending Supported
# Geometric Hidden-Surface Removal Supported
# Guard Band Supported
# Hardware Scene Rasterization Supported
# Hardware Transform & Lighting Supported
# Legacy Depth Bias Supported
# Mipmap LOD Bias Adjustments Supported
# Mipmapped Cube Textures Supported
# Mipmapped Volume Textures Supported
# Modulate-Alpha Texture Blending Supported
# Modulate Texture Blending Supported
# Non-Square Textures Supported
# N-Patches Supported
# Perspective Texture Correction Supported
# Point Lights Supported
# Point Sampling Supported
# Projective Textures Supported
# Quintic Bezier Curves & B-Splines Not Supported
# Range-Based Fog Supported
# Rectangular & Triangular Patches Not Supported
# Rendering In Windowed Mode Supported
# Scissor Test Supported
# Slope-Scale Based Depth Bias Supported
# Specular Flat Shading Supported
# Specular Gouraud Shading Supported
# Specular Phong Shading Supported
# Spherical Mapping Supported
# Spot Lights Supported
# Stencil Buffers Supported
# Sub-Pixel Accuracy Supported
# Table Fog Supported
# Texture Alpha Blending Supported
# Texture Clamping Supported
# Texture Mirroring Supported
# Texture Transparency Supported
# Texture Wrapping Supported
# Triangle Culling Not Supported
# Trilinear Filtering Supported
# Two-Sided Stencil Test Supported
# Vertex Alpha Blending Supported
# Vertex Tweening Supported
# Volume Textures Supported
# Z-Bias Supported
# Z-Test Supported
# W-Buffering Supported
# Z-Based Fog Supported
# Vertex Fog Supported
# W-Based Fog Supported
--------------------------------------------------------------------------
------
Post by AM2forever
Series 4 was cancelled.
Series 3 was called KYRO (I, II)
Series 2 was in Dreamcast, NAOMI, Neon250, NAOMI 2
Series 1 was the first two PC chip, PCX1, PCX2
I wanted Sega to build the sucessor to Dreamcast around PowerVR Series
5 or even Series 6. maybe one day when Sega recovers its strength, it
and Sammy
(perhaps with SNK/Playmore as well) will make a new home videogame
machine....
Scott H
2004-02-17 07:35:14 UTC
Permalink
Post by Mojo JoJo
I thought the Kyro 2 used the same PowerVR chipset as the dreamcast, not a
step above. Hmm. My videocard is a Kyro2, wish there was more software to
take advantage of it.
Mojo
Kyro 2 was the same chipset as Kyro 1, just some minor tweaks and more
VRAM if I recall. I owned a Powercolor Kyro 64MB, never buy Powercolor by
the way, they never update their drivers. Anyway, I was able to update the
bios to use Kyro 2 bios/drivers because my Powercolor already had 64MB, even
though some of the bits were bad everything worked fine for the most part.
Post by Mojo JoJo
Post by AM2forever
saw this on Beyond3D
PowerVR Series 5 specs. supposedly anyway.
--------------------------------------------------------------------------
------
Post by AM2forever
# Max Texture Height 4096 px
# Max Texture Width 4096 px
# Max Active Hardware Lights 8
# Max Texture Blending Stages 8
# Textures In Single Pass 16
# Fixed Function
# Max Texture Coordinates 8
# Max Vertex Blend Matrices 98
# Pixel Shader Version 3.0
# Vertex Shader Version 3.0
# DirectX Version Hardware Support 9.0C
# Max User Clipping Planes 8
# Memory And Core Clock 375 MHz synchro
# VGA Core Codename PowerVR S5A2
# Total Local Video Memory 256 MB
# Total Local Texture Memory 254 MB
# Max AGP Memory 256 MB
# Rendering Bit Depths 16, 32
# Z-Buffer Bit Depths 16
# Direct3D Device Features
# Additive Texture Blending Supported
# AGP Texturing Supported
# Anisotropic Filtering Supported
# Bilinear Filtering Supported
# Cubic Environment Mapping Supported
# Cubic Filtering Supported
# Decal-Alpha Texture Blending Supported
# Decal Texture Blending Supported
# Directional Lights Supported
# DirectX Texture Compression Supported
# DirectX Volumetric Texture Compression Supported
# Dithering Supported
# Dot3 Texture Blending Supported
# Dynamic Textures Not Supported
# Edge Antialiasing Supported
# Environmental Bump Mapping Supported
# Environmental Bump Mapping + Luminance Supported
# Factor Alpha Blending Supported
# Geometric Hidden-Surface Removal Supported
# Guard Band Supported
# Hardware Scene Rasterization Supported
# Hardware Transform & Lighting Supported
# Legacy Depth Bias Supported
# Mipmap LOD Bias Adjustments Supported
# Mipmapped Cube Textures Supported
# Mipmapped Volume Textures Supported
# Modulate-Alpha Texture Blending Supported
# Modulate Texture Blending Supported
# Non-Square Textures Supported
# N-Patches Supported
# Perspective Texture Correction Supported
# Point Lights Supported
# Point Sampling Supported
# Projective Textures Supported
# Quintic Bezier Curves & B-Splines Not Supported
# Range-Based Fog Supported
# Rectangular & Triangular Patches Not Supported
# Rendering In Windowed Mode Supported
# Scissor Test Supported
# Slope-Scale Based Depth Bias Supported
# Specular Flat Shading Supported
# Specular Gouraud Shading Supported
# Specular Phong Shading Supported
# Spherical Mapping Supported
# Spot Lights Supported
# Stencil Buffers Supported
# Sub-Pixel Accuracy Supported
# Table Fog Supported
# Texture Alpha Blending Supported
# Texture Clamping Supported
# Texture Mirroring Supported
# Texture Transparency Supported
# Texture Wrapping Supported
# Triangle Culling Not Supported
# Trilinear Filtering Supported
# Two-Sided Stencil Test Supported
# Vertex Alpha Blending Supported
# Vertex Tweening Supported
# Volume Textures Supported
# Z-Bias Supported
# Z-Test Supported
# W-Buffering Supported
# Z-Based Fog Supported
# Vertex Fog Supported
# W-Based Fog Supported
--------------------------------------------------------------------------
------
Post by AM2forever
Series 4 was cancelled.
Series 3 was called KYRO (I, II)
Series 2 was in Dreamcast, NAOMI, Neon250, NAOMI 2
Series 1 was the first two PC chip, PCX1, PCX2
I wanted Sega to build the sucessor to Dreamcast around PowerVR Series
5 or even Series 6. maybe one day when Sega recovers its strength, it
and Sammy
(perhaps with SNK/Playmore as well) will make a new home videogame
machine....
AM2forever
2004-02-17 18:17:07 UTC
Permalink
"I thought the Kyro 2 used the same PowerVR chipset as the dreamcast, not a
step above."
No, absolutely not.

all KYRO chips (KYRO I, II and any refreshes of KYRO) are PowerVR
*Series 3* chips. they all have TWO pixel pipelines and other things
that the Dreamcast PowerVR chip does not have.

the Dreamcast PowerVR chip is a *Series 2* chip called PowerVR2DC,
aka CLX. all Series 2 chips have a single pixel pipeline. Series 2
was developed from 1995 to 1998. Series 3 came later, obviously, thus
the designation Series 3.

the nearest relative on the PC, to the Dreamcast chip, is the Neon250,
which is the PowerVR Series 2 chip for PCs. the Neon250 is clocked
higher (because it was a year late) but has less processing elements
(or rather pixel elements) than the PowerVR2DC. both the PowerVR2DC
and Neon250 have one pixel pipeline though.


now, interestingly, with the arcade-only NAOMI 2 board, Sega is using
TWO PowerVR2DC chips plus a powerful geometry & lighting (T&L) chip
called ELAN. those 3 chips together are probably more powerful than a
single PowerVR Series3 (KYRO) even though the two Series 2 chips in
NAOMI 2 are older than KYRO. :)

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