The Matrox Parhelia 512
Matrox Re-Enters The 3D Graphics Ring - Big, Bad and Pretty

By -Dave Altavilla
May 14, 2002

The Parhelia 512's 3D Rendering Pipeline
Truly a revolutionary core

This handy little chart we created for you, should give you an idea of what is under the hood for the Matrox Parhelia 512, versus competitive technologies.

There are some very significant advantages that the Parhelia 512 has, over any of the above noted GPUs.  First and foremost, bandwidth.  With its huge 256 bit memory bus to DDR DRAM, the Parhelia 512 boasts up to 20GB per second of memory bandwidth, utilizing current 650MHz DDR DRAM technology.  This is nearly 2X the memory bandwidth of NVIDIA's flagship GeForce4 Ti 4600.  However, there are also a few questions that we have left unanswered here. 

Specifically, the core clock speed of the Parhelia 512 has not been disclosed as of yet, most likely since the product is still in first or second rev. silicon and yields are still being optimized.  However, one could surmise that this chip may in fact have one of the slowest core clock speeds on this chart.  The die size of the product is easily the largest, with 80 million transistors in total, yet still built on .15 micron manufacturing technology.  In addition, Matrox has made no mention of bandwidth optimization techniques like Z-Occlusion Culling (Hidden Surface Removal), compression techniques across the memory bus or just how exactly the Parhelia 512's memory controller is architected.  All of these factors could affect overall "available" bandwidth and fill rate of the Parhelia 512 but are still unknown quantities to us, at this time.

Getting back to the architecture side of things, the Parhelia 512 also has a total of 4 Texture Units per rendering pipe.  The only GPU to date, that has had more than even 2 texture units, is the Radeon 7500.  Ever wonder why the Radeon 7500 did so well with Serious Sam benchmarks, even though it is an older generation chip?  Croteam was texture happy with that title and it really looks great as a result.  ATi actually incorporated 3 texturing units on the Radeon 7500 and then scaled back down to two on the Radeon 8500.  The Parhelia 512 has 4 texturing units, capable of delivering 4 Quad Textured pixels per clock.

 

 

 

Vertex Shaders:

Vertex Shaders, now here's an obvious advantage that NVIDIA capitalized on with the GF4 Ti 4600.  When it comes to DirectX 8  and next generation OpenGL gaming, Vertex and Pixel Shaders are prerequisites.  The more shaders you have running in parallel, the more horsepower you have to run today's amazing new game engines.  The Parhelia 512 has 4 Vertex Shading engines, two more than the mighty GeForce4 Ti.  In addition, these Vertex Shaders are DirectX 9 compliant and are "version 2.0" engines.
 

Here's an example of what these Quad Vertex shaders can do to bring special lighting and animation effects to an object to give it more realism, in addition to Quad Texturing.

Quad Vertex Shader Effect
Click viewing

 

So then, let's animate things a bit.  The following scene was rendered on the Matrox Parhelia 512 GPU.

Under water reef  - Click to download or stream AVI

 

 

Pixel Shaders and Texture Units:

In total, the Parhelia 512 has a "36 stage" Shader Array, which includes a 5 stage Pixel Shader, in each of the 4 rendering pipes (20 total) and 4 Quad Texturing Units (16 total).  The Radeon 8500 and NVIDIA GeForce4 Ti have 2 stage Pixel Shaders in each of their four rendering pipelines (8 total), and 2 Quad Texturing Units, for a total of a 16 stage Shader Array.  The Pixel Shaders in the Parhelia 512 are also version 1.3 and are DirectX 8 compliant, like the GeForce4 Ti and Radeon 8500.


 
 

Displacement Mapping, Fragmentation AA, Glyph AA and The New Power Desk