[HN Gopher] Nvidia emulation journey, part 1: RIVA 128/NV3 archi...
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Nvidia emulation journey, part 1: RIVA 128/NV3 architecture history
and overview
Author : davikr
Score : 32 points
Date : 2025-02-27 20:51 UTC (2 hours ago)
(HTM) web link (86box.net)
(TXT) w3m dump (86box.net)
| bilegeek wrote:
| Amazing that they're able to make progress with such little
| public documentation.
| Sjonny wrote:
| > 5.0 came out late during development of the chip, which turned
| out to be mostly compliant, with the exception of some blending
| modes such as additive blending which Jensen Huang later claimed
| was due to Microsoft not giving them the specification in time.
|
| Not sure if this is the same thing I had, but on my Riva128 the
| alpha blending wasn't properly implemented. I distinctly recall
| playing Unreal Tournament and when I fired the rocket launcher
| there were big black squared with a smoke texture on them slowly
| rotating :D couldn't see where I was shooting :D
| pavlov wrote:
| Yes, that would be an artifact of missing additive blending.
|
| It simply means that each newly rendered polygon's RGB values
| are added together with the pixel values already in the frame
| buffer. It's good for lighting effects (although not a very
| realistic simulation of light's behavior unless your frame
| buffer is linear light rather than gamma corrected, but that
| effectively requires floating point RGB which wasn't available
| on gaming cards until 2003).
| starfrost013 wrote:
| Iirc, Riva 128 only supports 8 of the 32 D3D5 blend modes, or
| something. Usually in the case of GPUs that don't support all
| blending modes the Direct3D HAL will attempt to compensate by
| using a different blending mode, or just give up and render
| opaque pixels. The results are usually pretty ugly. Riva 128
| is one of the better ones for the era in this regard.
| msk-lywenn wrote:
| [delayed]
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