Neogaf gives us the most comprehensive information ever compiled on the Nintendo 3DS. If there is anything you don’t know regarding the new system, you’ll read it here. Not only do they describe every feature in-depth, they show comparison images with other systems and list all the games announced for the 3DS. Here is an excerpt from the report:

Does 3d take twice the hardware power?
No. In 3D, Both the DS and in any other hardware , there are things that are not processed twice and things that are. The machine doesn’t need to render the geometry (templates) twice, or process the physics engine twice (gravity, collision), or run the movement image twice, or the particle engines. These things are only processed once. After the scene is ready, 2 pictures are taken and the processor takes the generated image and a 3d map, completes the picture. This could be compared to texture mapping, reflection mapping, bump mapping, light mapping, etc. In other words, additional hardware power is needed to render in 3D, but not twice the hardware power.

What is Pica200?
The GPU (graphics processing unit) for the 3DS. The power of GPU comes from resources it has (such as shaders), the speed in MHz to render these features and the memory of the hardware to save the processed information and send it to the screen. Without knowing how much MHz and RAM of the device has no way of knowing for sure what kind of performance it has.

What are Shaders?
In the field of computer graphics, a shader is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility. Shaders are used to program the graphics processing unit (GPU) programmable rendering pipeline, which has mostly superseded the fixed-function pipeline that allowed only common geometry transformation and pixel shading functions; with shaders, customized effects can be used. (wikipedia) Effects such as: light and shadow, smoke, textures, fur, bump mapping, normal mapping among other things are considered shaders.


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