Performance, feature set, drivers, image quality, just in all aspects I consider this is a boring gray product, average at best. Anyway, focus then moved onto storage, audio chips and data acquisition technology used for communication and industrial applications. Fabrication partnerships with both IBM and Lucent were ended. But some games don’t like textures outside of local memory, like Viper Racing shows by switching to very small mipmaps, and Incoming drops texturing completely. Setting the lowest value gives Laguna a speed increase, but perspectives are getting really fuzzy. During the latter half of the s poor investments, slow product development and overcapacity in fabrication ventures rained havoc on the company. Same thing happens in Ultimate Race Pro, but along with very serious bug drawing most of polygons in red color.
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Both 2 and 4 MB variants are common. A new product line should have helped fill those capacities- 3d accelerators.
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It may also be the reason for no OpenGL games support. Taking price into account it performs quite well in old games even with small amount of local memory. Cirrus abandons PC graphics There was little excitement around Laguna upon release and there is little excitement now when looking back. Cirrus Logic went public in and accelerated growth through acquisitions among which were Pixel Gd54655 and Acumos.
These systems improved hard drive function management and Patil Systems was established to market new product. Texturing unit works in paraller with polygon engine, available formats include RGBA up to x pixels big. The td5465 manager is supported with 1 kilobyte texture cache and on-chip address translation table that tracks, via dynamic random accessing, all the memory locations of textures being used.
M2, on paper at least, was no joke with half million polygons triangle setup and million pixels per second fillrate. I don’t know why exactly Mondello wasn’t finished, but price would probably be quite high and therefore aimed at the professional market.
Creative once again bought rights for early release, and more interestingly, they announced their Laguna3D will be compatible with CGL. In between those Cirrus is making a point for AGP. All the development process required was a systems engineer who could program and arrange the chips to handle whatever function the product should perform. Last chip revision C was for motherboard integration.
It is nice when accelerator uses higher internal precision, but dither pattern employed by Laguna is far from accurate and several overlapping layers of transparent textures can deliver awful almost stipple-like pattern. Laguna3D turned into problem child, which was sold mostly for discount prices. But Panasonic in the end decided not to deliver second 3DO to the market. But some games don’t like textures outside of local memory, like Viper Racing shows by switching to very small mipmaps, and Incoming drops texturing completely.
Space dust and engine trails in Homeworld are opaque and single color. During the latter half of the s poor investments, slow product development and overcapacity in fabrication ventures rained havoc on the company.
So there are different opinions whether the company was mismanaged or victim of its own success. Rambus memory controller with one byte width should support up to MHz data rate, but co I’ve seen are only MHz or even a bit less. Up to 8 MB of local memory are supported and Techworks planned to release 6 and 8 MB cards, but I don’t think that ever happened.
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It takes care of common rendering functions such as Gouraud shading, perspective correction ahemZ-buffering, texture map filtering well Since most of other accelerators I am comparing don’t have such problems I used the highest quality setting for my tests to get a more leveled conditions. First lowest quality, then default and finally highest. However fd5465 setting is only marginally slower than default, but still does not provide perfect correction. Hackworth stood behind his fab investments because Cirrus in its peak had to redesign multiple times for several manufacturers to meet customers demand.
That is standard rasterizer of the time, sitting gd5645 FIFOs and feeds from gd4565 16 kB of registers. Reflection mapping in Monster Truck Racing 2 brakes car texturing. For demonstration here are screens from Shadows of the Empire:. Inside the chips only other obvious improvement is fixed bilinear filter, which I will get to later.
Finally, there are many small problems caused by missing multiplicative alpha blending or driver bugs.
Cirrus Logic Laguna3D review