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Tile-Based rendering is quite a good technique for rendering 3D images
faster. The makers of the Kyro2 GPU knew that more than 2/3 of everything
that is rendered by standard IMR (Image Mode Rendering) Video Cards does not
actually get used. They also knew that the whole 3D image had to be wire framed,
just like it is in IMR, to keep the right perspective. Texturing wire frames
which will not be used is where most of the performance gets lost, so they found
a way to cut down on this factor to increase the efficiency tremendously.
How did they do it? Well, the standard IMR Video Card wire frames
everything, and then textures everything. Finally, when it finishes
texturing, it does a depth perspective test to figure out what is displayed, and
what is not. The KyroII GPU does the same thing, except in a different
order.
It first wire frames everything, just like IMR Video Cards. Next,
instead of applying textures, it does the depth perspective test to figure out
what will be displayed and what will not. Finally, it textures only the
parts which will be displayed, saving time, and being more efficient. Tile-Based
Rendering also reduces the problem with the memory speed bottleneck, allowing
for faster innovation, and greater Video Card speeds.

As you can see from this illustration, to render the image on the top, much
less work has to be done with Tile-Based rendering than Immediate Mode
Rendering. Currently, Hercules is one of the only Video Card producers to
use the KyroII GPU, but this will probably change, especially when the Kyro3 (a
more advanced Tile-Based Rendering GPU) is released.
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