Radeon R200

目录·旗舰级产品
·主流产品线
·流动性
·型号
·驱动程式




Radeon 8500 (核心代号 R200) 是一个Radeon系列显卡核心能够将ATI放在与nVIDIA竞争的层面上,亦成功使当时的ATI脱离衰退显卡厂商的行列。它亦是全球首款完整支持DirectX 8.1的产品,GeForce 3只能算是支持DirectX 8.0。



旗舰级产品

ATI的第一张DirectX 8显卡就是Radeon 8500。在2002年初期,ATI发布了Radeon 8500LE(即是后来重新发布的Radeon 9100),核心与Radeon 8500相同,只是核心和显示内存的频率较低。反之,完整的8500的核心和显示内存频率都是275 MHz,而8500LE的核心频率则保守的设成250 MHz,显示内存频率则是200或者250 MHz。原先两张显卡都配备了64 MB DDR SDRAM作为显示内存,后来的Radeon 8500则配备了128 MB显示内存,能够从记忆交插模式中获得额外的效能提升。

结构
Radeon 8500的基本结构与当时的其他显卡差不多;它拥有四个像素单元,每个像素单元拥有两个纹理单元。它亦支援DirectX 8.1的顶点着色引擎和像素着色引擎,它的两个顶点着色引擎被称为Charisma Engine II,为新的顶点着色程式和旧的DirectX 7硬件T&L都提供出色的效能。"R200"核心was more capable with regards to advanced pixel and vertex shading when compared to the competition at the time (GeForce 3 and 4), supporting DirectX 8.1 (pixel shader 1.4) with Pixel Tapestry II. R200 also had the most advanced memory bandwidth saving hardware of the time onboard, the next version of ATI''''s innovative HyperZ, HyperZ II. The chip was capable of dual-monitor display, through the Hydravision technology. Finally, R200 was equipped with Video Immersion II, ATI''''s advanced video decoding engine with high quality hardware deinterlacing. A DVI-I to component conversion connector was available for home theater enthusiasts.
R200支援像素着色器版本1.4,相对1.x版本的设计,这个修订版本是意义重大的。鉴于PS1.2和1.3只是PS1.1的改进版,PS1.4 changed things around quite significantly. Notable instructions include "phase", "texcrd", and "texld". The phase instruction allows a shader to operate on two separate "phases" (2 passes through the hardware), effectively doubling the maximum number of texture addressing and arithmetic instructions, and potentially allowing the number of passes required for an effect to be reduced. This allowed not only more complicated effects, but can also allow a speed boost by utilizing the hardware more efficiently. The "texcrd" instruction moves the texture coordinate values of a texture into the destination register, while the "texld" instruction will load the texture at the coordinates specified in the source register to the destination register.

While R200 lost a texture unit per pipeline compared to R100''''s 2x3 architecture, R200''''s pipelines were far more robust. Each could address a total of 6 texture layers in a single pass if the application was coded to do so. The chip achieved this by a term commonly known as ‘loop-back’. Increasing the flexibility in the number of textures allowed per pass reduced the number of times the card was forced into ‘multi-pass rendering’, a performance draining scenario which increases both the geometry required for the scene (by needing to recalculate the entire scene for the number of times it is passed) and the external memory bandwidth used. Therefore, the chip''''s overall efficiency and performance was increased by enabling more textures to be addressed per pass. Testing using Serious Sam The Second Encounter showed a 16 % performance increase at 1600x1200 resolution with quad texturing and bilinear filtering (in comparison with dual and triple texturing).

特色
利用Radeon 256,ATI透过"RIP" mapping方法引进了各异向性过滤。"RIP" mapping技术上其实不是各异向性过滤,但可提供相似的效果,效能损失亦较少。不幸地,这种方法只在配合双线性过滤时有效。The implementation was also quite angle dependent, meaning that the texture had to be at a certain angle to the viewport or it would not be sharpened. Of course this reduced the computational load, but it also made it possible to see textures that were merely bilinear filtered right beside nearby sharpened textures. Radeon 8500 uses the same technique, but with some refinements to improve quality while still maintaining excellent performance. When anisotropic was enabled on 8500, the boundaries between mip maps, normally easily seen when using bilinear filtering instead of trilinear, were fairly well hidden and the anisotropic mode greatly improves texture sharpness at medium to long distances. Still, the remaining angle dependency and forced-bilinear were controversial from a quality standpoint. NVIDIA''''s GeForce 4 Ti series offered a far more accurate anisotropic implementation, but it also carried with it a heavy performance hit.
8500拥有第一和唯一的ATI硬件加速镶嵌绘图引擎,名为"Truform"。它可以在立体模型上增加多边形,令模型更平滑。这种技术尽管要求开发者支援,但却不能完善支援;不幸地,"Truform"对所有三维渲染方案而言都不是完美的,亦倾向不合意地对物体进行此动作。未来的ATI GPU并没有硬件加速Truform,而只作出支援。未来的GPU一是透过CPU去模拟Truform,一是利用顶点着色程序模拟,两者都不能与8500的Truform单元般有效率。

性能
Radeon 8500最令人扫兴的事就是最初发布的驱动程式。发布时,显卡的效能十分差。最初的驱动程式充满臭虫,一些功能甚至是不完整的。驱动程式不能完全支援显核的功能。例如抗锯齿功能只在Direct3D的情况下有效,而且效能十分差。早期的驱动程式不能在很多的电脑游戏中完美地运行,显示出很多错误画面,例如多边形被误放和闪烁的纹理。当时nVidia在Radeon 8500在网上预告的同一天推出了Detonator4驱动程式,nVidia的驱动程式大体上质量较高,亦提高了GeForce 3的效能。
更甚的是,有几个评测网站揭露出Radeon 8500的真正效能比标准检查程式所测出的低很多。评论者发现ATI侦测出执行档Quake3.exe,强行将纹理过滤品质调低。HardOCP的Kyle Bennett首先发现这个问题,他将Quake3.exe改名为Quack.exe。结果,图像品质提高了,效能却慢了。
尽管如此,纵使使用了Detonator4驱动程式,Radeon 8500的效能依然胜过GeForce 3(8500预期中的对手)。在一些更快修正的环境中,Nvidia是使用Ti500对抗R200计划。另外,更新了的驱动程式拉近了8500和Ti500的性能缺口,而8500亦比较便宜,提供额外的多媒体特色,例如支援双显示输出。虽然GeForce 3 Ti200是第一张DirectX 8.0显卡,提供了128 MB显示内存。而当时的高端显卡普遍只会采用64 MB显示内存。结果,GeForce 3的限制使它不能取得全部的优势,而Radeon 8500就能够更成功的取得辉煌成就。
2002年年头,为了与平价的GeForce 3 Ti200竞争,ATI推出了较低时脉的8500LE,由于其较低售价,亦有机会超频回8500的水平,所以它受到OEMs和热心者欢迎。GeForce 4 Ti 4200的延迟发布,使ATI主动推出拥有128 MB显示内存的8500/LE,保持了ATI的中高端产品线的流行程度。而All-In-Wonder (AIW) Radeon 8500 DV和AIW Radeon 8500 128 MB则提供更多功能,迫使Nvidia推出Personal Cinema版本的GeForce 4 Ti 4200。

更新
根据推测,8500XT (R250)是会被发布的。它是用来对付GeForce 4 Ti产品线,尢其是最高端的Ti 4600。根据预先发布的消息,8500XT的核心和显示内存的频率将会是300 MHz。ATI,也许记得当年3dfx所发生的事,认为就算Radeon 8500以300 MHz的频率来运行,都不足以对抗GeForce 4 Ti4600;而且还会拖慢下一代支援DirectX 9.0的产品的研发,令NVIDIA有机可乘。所以最好的办法就是安排它成为中端产品,以取代较低复杂度的Radeon 9000。但这样做会增加额外的生产成本,而较大的核心和电源消耗亦会阻碍它的发展。尤其要注意的是Radeon 8500和Radeon 9000核心需要增加电压才能以300 MHz稳定运行,毫无疑问地,R250亦要面对此种问题由于其复杂度和相同的制造技术,结果就是产品品质不良,导致成本上升。[1] [2]

主流产品线




Radeon 9000 (RV250)与9700同时推出(ATI的新旗舰级产品)。这个芯片的纹理单元由两个削减至一个,顶点单元由两个削减至一个,亦取消了"TruForm"单元、阶梯式Z缓存。使核心配置成为4x1像素/纹理布局。除了功能被削减外,亦精炼起来。纹理缓冲亦加倍地提升至4KB,改善了R200的效率。正是由于这样,它的效能都有一定的竞争性,考虑到"R200"核心是较昂贵、较大和较消耗电能。在游戏中,它的性能与GeForce 4 MX440相当,它的优势主要是由于能完整支援DirectX 8.1的顶点着色引擎和像素着色引擎。Radeon 9000在主流市场取代了毫无竞争力的Radeon 7500 (RV200)
后期的9000版本就是9200 (RV280),支援AGP-8X。但是,还有更便宜的版本,就是9200SE。9200SE的内存带宽只有64-bit。另一个版本是Radeon 9250,于2004年夏季推出。它是9200的降频版本。 它的核心与"RV280" GPU相同。它拥有的显示内存通常比Radeon 9200多(128 MB甚至256 MB),充分利用当时低成本高密度的DDR SDRAM,这是当时普遍的趋势。

流动性


衍生产品Mobility Radeon 9000于2002年初夏推出。它引起的催逼比桌面平台大,因为它是第一款支援DirectX 8的手提电脑显示核心,在性能上远胜过当时的对手(nVidia GeForce 2 Go),功能比GeForce 4 Go还多,而且采用了更先进的电源节省技术。它帮助ATI继续保持其流动市场的估有率。发布几天后,Mobility 9000的OEM版本已开始运送。后来,Mobility Radeon 9200推出,它是桌面平台9200的衍生产品。

型号

(Sorted by model)


1 核心配置: 像素流水线/纹理拾取单元 : 顶点着色引擎


Image:R8500boardpress.jpg
Radeon 8500 board



2 填充率: Mpx/s = 每秒百万像素。Mtx/s = 每秒百万texel。


驱动程式


与UNIX有关的操作系统
ATI没有为基于BSD的操作系统推出过任何驱动程式,但就为执行在Linux中的X Window System提供驱动程式。而基于PowerPC和Mac OS X操作系统的Mac mini和iBook G4就采用了Radeon 9200显卡。
一些Linux用家社区的分支,which prefer to avoid the IP-encumbered ATI drivers due to stability and long term maintainability reasons, still prefer the R200-based chips, as they are among the fastest modern video cards with stable open source drivers.

Windows驱动程式
ATI的Catalyst Drivers支援所有R200以上的Radeon显卡,除了Windows XP x64,直至Catalyst 6.6推出。ATI亦提供旧有驱动程式,Catalyst 6.11则支援9250以下的Radeon显卡。


自定义分类:
显卡ATI
 
贡献者:
itisac
Copyright © 1999-2024 C114 All Rights Reserved | 联系我们 | 沪ICP备12002291号-4