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3D Labs Permedia Video Accelerator Driver

1st and last succesfull 3Dlabs mainstream chip. 3Dlabs Permedia 2 . Your browser does not currently recognize any of the video formats  Missing: Accelerator. GLyder MAX-2 incorporates PERMEDIA 2 to create amultimedia accelerator for and an enhanced graphics engine withunified 2-D, 3-D, and video acceleration. PERMEDIA 2 is software-compatible with the 3Dlabs' GLINT family. 3Dlabs Oxygen VX1 (AGP) · 3Dlabs Permedia-based 3rd Party Cards AccelSTAR II 3D Video Accelerator · Compaq/InterVideo Software DVD Application.


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3D Labs Permedia Video Accelerator Driver

The patented texture processor applies color mipmapped texture to polygons in true 3D corrected perspective. This chip set simulates spotlights, fog and realistic curved surfaces. Additionally, improved image quality is provided with multi-pass anti-aliasing. Why is geometry processing acceleration important? Rendering processors alone, even on Pentium class machines, can not deliver true workstation class performance. This is because even the fastest CPUs today are quickly overcome by the amount of algorithmic processing necessary to transform a 3D data stream to 3D Labs Permedia Video Accelerator 2D perspective with lighting and material effects.

Texture address unit also properly handles perspective correction, however there is an option for less accurate division to avoid speed impact. In any case the correction is faster and more precise than with first Permedia. Addresses are then passed to texture read unit for fetching needed texels. Texturing unit is backed by cache sufficiently speeding up bilinear and even trilinear filtering, but mip mapping can still be more costly.

3D Labs Permedia Video Accelerator texture formats of 15 and 16 bit RGB A are supported, true color textures were for some reason disabled. Additional LUT formats are available for 2d rendering as well.

Fog unit applies linear interpolation per vertex with value calculated by host function and can reject completely fogged fragments from plotting. Blending unit supports various logical functions, unfortunately additive texture blending needed in many advanced games is still unavailable.

Newly implemented optimization can skip frame buffer reads of pixels covered by texel with alpha value of one. In the end dithering can adjust colors into final format and I did not always like what this stage does. Memory controller looks the same, but buffers in local memory now do not have to be allocated continously. Permedia 2 not only offers various masks like scissor, chroma and color component tests, but whole pipeline 3D Labs Permedia Video Accelerator be skipped and host can use direct access to local buffer for custom programs.

Texture colors in X often show excessive banding and dithering would only add annoying pattern to the mess. Specification says fillrate is 3D Labs Permedia Video Accelerator when Z-buffering is used, but I checked it and doubt Z-buffer is the culprit here.

PC 3D Accelerators FAQ Part1

In fact depth buffering can improve performance as one would expect from pipeline rejecting pixels failing hidden surface tests. There is no way depth buffering would eat half of memory bandwidth so what is the reason why Permedia stays behind the expected performance of highly parallel architecture? While it should have allowed single cycle 3d pixel performance I could not get significantly above results of two cycle-like speed no matter how many features were disabled, 3D Labs Permedia Video Accelerator shading included.

This riddle remains to be solved.


However these figures do not take into account any following expensive operation depth test can save, like texture mapping. Results from GLQuake bigass demo are especially bad as Permedia is playing it with lots of small freezes.

PC 3D Graphics Accelerators FAQ

Still, it is one of the few chips, which can run Quake 3, even if transparency issues and 3D Labs Permedia Video Accelerator course no lightmaps. There is major problems with lightmaps in newer engines, they just do not work, be it Shogo, Unreal or Quake 3. Permedia 2 does not support blending of colored vertexes, so developers had to choose between monochrome lighting i. Quake 2 or nothing.

Permedia NT differs from the original in that it features a separate geometry co-processor chip known as 3D Labs Permedia Video Accelerator for performing geometry setup calculations. However, the Delta geometry co-processor is optimized for professional 3D and CAD applications rather than for games, resulting in anemic overall gaming performance. On the upside, the main advantage at the time was that 3DLabs was the only company producing consumer-level graphics chips that had full OpenGL ICD driver support other manufacturers didn't support OpenGL at all or released a miniport driver instead.

The discrete Delta geometry co-processor chip originally featured in 3D Labs Permedia Video Accelerator Permedia NT is now integrated into the Permedia 2's core logic, resulting in a single-chip solution. Permedia 2 supports AGP texturing as well as 3D rendering in bit color depth. However, it does not support colored vertex blending, which results in games using only monochromatic lighting - notable examples are in Quake 2 and Quake III: Arena only supports vertex lighting on the Permedia 2.

The Permedia 2 is also 3DLabs' last graphics chip with Windows 95 support. Both were released in mid and again were directed at the professional 3D and CAD application market.


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