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Radeon R200

From Wikipedia, the free encyclopedia

ATI Radeon 8500 logo

The Radeon 8500 (a.k.a R200) was the core Radeon video card that put ATI on a competitive level with nVIDIA, and marked out ATI from other failing graphics card companies of the period.

Contents

[edit] Flagship product

ATI Radeon 8500 GPU image

ATI's first DirectX 8 card was the Radeon 8500. In early 2002, ATI launched the Radeon 8500LE (re-released later as Radeon 9100), an identical chip with a lower clock speed and slower memory. Whereas the full 8500 was clocked at 275 MHz core and 275 MHz RAM, the 8500LE was clocked more conservatively at 250 MHz for the core and 200 or 250 MHz for the RAM. Both video cards were first released in 64 MB DDR SDRAM configurations; the later 128 MB Radeon 8500 boards received an extra performance boost resulting from a memory interleave mode.

[edit] Architecture

Radeon 8500 had a similar fundamental architecture as the other cards of the time; consisting of 4 pixel units, each with 2 texture units, along with DirectX 8.1 vertex and pixel shaders. The 2 vertex shaders were called Charisma Engine II, and offered excellent performance for both the new vertex shader programs and legacy DirectX 7 hardwired T&L. The "R200" core 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 introduced pixel shader version 1.4, a significant revision to the 1.x pixel shader design. Whereas PS1.2 and 1.3 were just improvements to PS1.1, 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.

DirectX 8.0
Pixel Shader 1.1
DirectX 8.1
Pixel Shader 1.4
Max. Texture Inputs 4 6
Max. Program Length 12 instructions
(up to 4 texture sampling, 8 color blending)
22 instructions
(up to 6 texture sampling, 8 texture addressing, 8 color blending)
Instruction Set 13 address operations, 8 color operations 12 address / color operations
Texture Addressing Modes 40 virtually unlimited

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).

[edit] Features

With Radeon 256 ATI had introduced their take on anisotropic filtering, using a method called "RIP" mapping. RIP mapping is not technically accurate anisotropic filtering, but it offers a very similar effect while significantly reducing performance impact. Unfortunately, their technique was only functional in combination with bilinear filtering. 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.

The 8500 had the first and only ATI hardware accelerated tessellation engine called "Truform" which could add polygons to 3D models and smooth them out. The technology required developer support though and was not well supported; unfortunately "Truform" was not ideal for all 3D rendering scenarios and had a tendency to round out objects undesirably. TruForm hardware wasn't included in future ATI GPUs, but was still supported. Future chips either performed Truform in software on the host system's CPU, or as a vertex shader program, neither of which were as efficient as 8500's Truform unit.

[edit] Performance

Radeon 8500's biggest disappointment was its initial driver release. At launch, the card's performance was poor to say the least. Initial drivers were very buggy and weren't feature complete, not even supporting everything the board was capable of. The card's anti-aliasing support was only functional in Direct3D, and was very slow at that. In many games the early drivers did not function perfectly, displaying strange issues such as polygon misplacement and flashing textures. nVidia released their Detonator4 driver pack on the same day as most web sites previewed the Radeon 8500, and nVidia's drivers at the time were of substantially better quality, and they also significantly boosted the GeForce 3's performance.

Worse still, several benchmark sites discovered that the real performance of the Radeon 8500 was much lower than benchmarks reflected. Reviewers discovered that ATI was detecting the executable Quake3.exe and forcing the texture filtering quality to much lower than normally produced by the card. Kyle Bennett of HardOCP was the first to bring the issue to the community, and he proved its existence by renaming all instances of "Quake" in the executable to "Quack." The result was much improved image quality, but lower performance.

Still, even with the Detonator4 drivers, the Radeon 8500 was able to outperform the GeForce 3 (which the 8500 was intended to compete against) and in some circumstances its faster revision, the Ti500, which Nvidia had rolled out in response to the R200 project. In addition, updated drivers helped to close the performance gap between the 8500 and the Ti500, while the 8500 was also significantly less expensive and offered additional multimedia features such as dual-monitor support. Though the GeForce 3 Ti200 did become the first DirectX 8.0 card to offer 128 MB of video memory, instead of the common 64 MB norm for high-end cards of the time, it turned out that the GeForce 3's limitations prevented it from taking full advantage of it, while the Radeon 8500 was able to more successfully exploit that potential.

In early 2002, to compete with the cheaper GeForce 3 Ti200, ATI launched the slower-clocked 8500LE which became popular with OEMs and enthusiasts due to its lower price, and overclockability to 8500 levels. The delayed release of the potentially competitive GeForce 4 Ti 4200, plus ATI's initiative in rolling out 128 MB versions of the 8500/LE kept the line popular among the mid-high performance niche market. The greater features of the All-In-Wonder (AIW) Radeon 8500 DV and the AIW Radeon 8500 128 MB proved superior to Nvidia's Personal Cinema equivalents which used the faster GeForce 4 Ti 4200.

[edit] Refresh

A new high-end refresh part, the 8500XT (R250) was supposedly in the works, ready to compete against the GeForce 4 Ti line, particularly the top line Ti 4600. Prerelease information touted a 300 MHz core and RAM clock speed for the "R250" chip. ATI, perhaps mindful of what had happened to 3dfx when they took focus off their "Rampage" processor, abandoned it in favor of finishing off their next-generation DirectX 9.0 card which was released as the Radeon 9700. A Radeon 8500 running at 300 MHz clock speeds would have hardly defeated the GeForce 4 Ti4600, let alone a newer card from NVIDIA. At best it could have been a better performing mid-range solution than the lower-complexity Radeon 9000, but it would also have cost more to produce and would have been poorly suited to the Radeon 9000's dual laptop/desktop roles due to die size and power draw. Notably, overclockers found that Radeon 8500 and Radeon 9000 could not reliably overclock to 300 MHz without additional voltage, so undoubtedly R250 would have had similar issues because of its greater complexity and equivalent manufacturing technology, and this would have resulted in poor chip yields, and thus, higher costs. [1] [2]

[edit] Mainstream Line

Radeon 9000
Radeon 9200
Radeon 9250

The Radeon 9000 (RV250) was launched alongside the 9700 (the new flagship part for ATI). This chip dropped one of the two texture units, the "TruForm" unit, Hierarchical-Z, and one of the two vertex units, bringing the configuration down to a 4x1 pixel/texture pipeline layout. It was not just cut down, however, but was actually refined as well. The texture cache was doubled in size to 4KB, improving a serious inefficiency in R200. Because of this, performance was still quite competitive, considering that the "R200" chips were more expensive and much larger and power consuming. In games, it performed around the same as the highly-refined "NV17" used on GeForce 4MX440. Its main advantage over the GeForce4 MX440 was that it had a full DirectX 8.1 vertex and pixel shader implementation. The Radeon 9000 replaced the uncompetitive Radeon 7500 (RV200) in the mainstream market segment.

A later version of the 9000 was the 9200 (RV280), which, aside from supporting AGP-8X, was identical. However, there was a cheaper version, the 9200SE, which only had a 64-bit memory bus. Another board, called the Radeon 9250, launched in summer 2004. It was simply a lower-clocked variant of Radeon 9200. It, in fact, used the same "RV280" GPU. It was usually equipped with more RAM than the Radeon 9200 cards though (128 MB or even 256 MB), taking advantage of the low-cost of slow-clock high-density DDR SDRAM, a popular trend at the time.

[edit] Mobility

Mobility Radeon 9200 logo

The derivative Mobility Radeon 9000 was launched in early summer 2002 and generated more press than its desktop counterpart since it was the first DirectX 8 laptop chip. It far outperformed the competition at the time (nVidia GeForce 2 Go), was more feature-rich than the GeForce 4 Go, and had advanced power-saving technologies incorporated. It helped to maintain ATI's lead in the mobile market established by the previous Mobility Radeons. As another first ATI had the new Mobility 9000 ready to ship in several OEM models within days of its announcement.

A Mobility Radeon 9200 later followed as well, derived from the desktop 9200.

[edit] Models

(Sorted by model)

Desktop Graphics Boards
Board Name Core Type Die Process Clocks (MHz) Core/RAM Core Config1 Fillrate2
(Mpx/s:Mtx/s)
Memory Interface Memory Bandwidth Memory Size Notes
8500 R200 150 nm 275/275 4x2:2 1100/2200 128-bit 8.8 GB/s 64/128 MB 128 MB variant has memory interleave.
8500 LE R200 150 nm 250/250 4x2:2 1000/2000 128-bit 8.0 GB/s 64/128 MB 128 MB variant has memory interleave.
8500 XT R200 150 nm 300/300 4x2:2 1200/2400 128-bit 9.6 GB/s 128 MB unreleased, only Gigabyte offered 300/300MHz version
AIW 8500 DV R200 150 nm 230/190 4x2:2 920/1840 128-bit 6.1 GB/s 64/128 MB 128 MB variant has memory interleave.
AIW 8500 R200 150 nm 275/275 4x2:2 1100/2200 128-bit 8.8 GB/s 128 MB memory interleave. more features/speed than "DV"
9000 RV250 150 nm 250/200 4x1:1 1000/1000 128-bit 6.4 GB/s 64/128 MB no interleave after 8500.
9000 PRO RV250 150 nm 275/275 4x1:1 1100/1100 128-bit 8.8 GB/s 64/128 MB
9100 R200 150 nm 250/250 4x2:2 1000/2000 128-bit 8.0 GB/s 64/128 MB same as 8500LE, minus interleave
9200 RV280 150 nm 250/200 4x1:1 1000/1000 128-bit 6.4 GB/s 64/128/256 MB RV280 = RV250 + AGP 8X
9200 SE RV280 150 nm 200/166 4x1:1 800/800 64-bit 2.7 GB/s 64/128 MB
9250 RV280 150 nm 240/200 4x1:1 960/960 128-bit 6.4 GB/s 64/128/256 MB
Mobility Radeons and Integrated Graphics Processors
MR9000 M9 150 nm ~250/~200 4x1:1 1000/1000 64-bit 3.2 GB/s 32 MB Mobile RV250. Powerplay power management.
MR9000 M9 150 nm ~250/~200 4x1:1 1000/1000 128-bit 6.4 GB/s 64/128 MB
MR9200 M9+ 150 nm ~250/~200 4x1:1 1000/1000 64-bit 3.2 GB/s 32 MB Mobile RV280. Powerplay.
MR9200 M9+ 150 nm ~250/~200 4x1:1 1000/1000 128-bit 6.4 GB/s 64/128 MB
9100 IGP RS300 150 nm 300/NA 2x1:0 600/600 128-bit NA NA Chipset for Pentium 4. Based on RV250. Host-based vertex processing. Uses system RAM for IGP.
9100 PRO IGP RS350 150 nm 300/NA 2x1:0 600/600 128-bit NA NA Tweaked 9100 IGP. Improved AGP 8X, better RAM timings and compatibility.
9000 IGP RC350 150 nm 300/NA 2x1:0 600/600 64-bit NA NA "Value" version of 9100 IGP. Single channel RAM interface.
Radeon 8500 board
Radeon 8500 board
  • ² Fillrate: Mpx/s = Million pixels per second. Mtx/s = Million texels per second.

[edit] Drivers

[edit] UNIX-Related Operating Systems

ATI has released no driver support for BSD based operating systems, however they do provide drivers for the X Window System running on Linux. The PowerPC-based Mac mini and iBook G4, which run on Mac OS X, were supplied with Radeon 9200 cards.

Some segments of the Linux user community, 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.

[edit] Windows Drivers

The Radeon cards based upon R200 were supported by all versions of ATI's Catalyst Drivers, except under Windows XP x64, until the release of Catalyst 6.6. ATI maintains an archive of previous Catalyst drivers for users of such cards.However ATI skipped and released also 6.11 Catalyst for 9250 and lower Radeon cards.

[edit] References


ATI Graphics Processors
2D Chips: Mach
Direct3D 3-6: Rage
Direct3D 7.0: Radeon R100
Direct3D 8.0: Radeon R200
Direct3D 9.0: Radeon R300R420R520
Direct3D 10: Radeon R600R700
Other ATI Technologies
Chipsets: IGP3xx9000/9100 IGPXpress 200Xpress 3200580X690GRD700
Multi-GPU: Multi-RenderingCrossFire
Professional Graphics: FireGLFireMV
Consumer Electronics: Imageon • Xilleon
Misc: HyperMemoryAVIVO • "Universal Video Decoder"
Game Consoles: GameCube (Flipper) • Xbox 360 (Xenos) • Wii (Hollywood)
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