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Topic: 3DNow!


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SSE

In the News (Sat 26 May 12)

  
 3DNow! - Wikipedia, the free encyclopedia
Professional, which was introduced with the Athlon XP processors; this version basically integrated the full SSE1 technology from Intel and combined it with its own 3DNow!.
Using the traditional x87 instructions meant that no operating system modifications had to be made to support 3DNow!.
registers are also used by the standard x87 FPU, 3DNow!
en.wikipedia.org /wiki/3dnow   (416 words)

  
 Hydrogenaudio Forums -> LAME: Different processors yields different MP3s?
If you disable 3dnow when running Lame on your Athlon (by adding "--noasm 3dnow") you would then use the same encoding routines, but the speed will be lower.
So when running on an Athlon, the 3dnow fft is used, and while running on a p4, the regular fft is used.
When running over a processor featuring 3dnow, Lame is using a 3dnow optimized fft transform to speed up the process.
www.hydrogenaudio.org /forums/index.php?showtopic=21889   (727 words)

  
 The AMD K6-2 FAQ - 3DNow Instruction Set
3DNow!™ was developed to improve floating point operations designed to boost 3D graphics and multimedia performance.
AMD, IDT and Cyrix have standardized on embedding the 3DNow!™ technology in all their upcoming processors.
The real success in adopting this technology will be measured in the number of 3DNow!™ enabled processors that make it into computers around the world.
www.realworldtech.com /altcpu/subpages/k6faq2/k6faq22of7.htm   (531 words)

  
 Folding-community.org :: View topic - Strange behavior with 3DNOW and SSE
The default was changed to 3DNow+ because there are lots of machines that are incapable of running SSE without crashing.
SSE is about 2 minutes quicker per step than 3DNOW so I would prefer to use it of possible but this iunstability is becoming a pain.
Using the FAH3Console-Linux.exe with -advmethods -forceasm or just -forceasm gives me a message on the console (not written in the log) with something like "unknown parameter ignored." My clients all end up using 3DNOW.
forum.folding-community.org /viewtopic.php?t=4700   (779 words)

  
 VIA C3 Deinterlacing and 3dnow MythTV Users
3dnow is supposed to have most of the SSE instructions.
> 3dnow is supposed to have most of the SSE instructions.
It seems to me that SSE and 3DNow provide similar functionality, but they
www.gossamer-threads.com /lists/mythtv/users/28631?do=post_view_flat   (841 words)

  
 AMD K6-2
DirectX 6.0 will provide support for 3DNow instructions, so games which are only designed to work with the API itself will then automatically take advantage of the 3DNow instructions with DirectX6.
Since the most common 3D instructions are contained in the 3DNow instructions, the effect is increased 3D performance with software optimized for 3DNow technology.
So, to experience the gains of 3DNow, the game must either be natively coded for it or make use of 3DNow optimized drivers or API's.
www.techboss.com /hardware/cpu/k62.htm   (1173 words)

  
 c't 12/98, page 28 - AMDs K6 with 3DNow! technology
In the BAPCo suite for example, where 3DNow!
Several other games like Incoming also profit from 3DNow!
The special feature of the now officially introduced AMD K6-2 is actually not the clock frequency up to 333 MHz, but rather the extended MMX unit called 3DNow!, that is supposed to more than just balance out the recent weakness in floating point operations.
www.heise.de /ct/english/98/12/028   (774 words)

  
 POV-Ray: Documentation: 1.4.6.4 Does POV-Ray support 3DNow?
Compiling POV-Ray with a compiler which automatically can make 3DNow code from C. As far as I know, no such compiler exists which converts double precision math used in POV-Ray to single precision math needed by 3DNow.
I do not event know if there is any compiler that supports 3DNow at all.
Adding support for 3DNow (or any other CPU-specific feature) to POV-Ray would make it platform-dependant and not portable.
www.povray.org /documentation/view/3.6.0/185   (258 words)

  
 thief.htm
When AMD issued their 3DNow!™ Conference Call, Thief was originally listed along with many of titles published by Eidos Interactive.
When last I spoke with Looking Glass Studios, 3DNow!™ optimizations were in the works for the Dark Engine.
It appears that Thief may not get 3DNow!™ support after all.
www.3dnow.net /views/thief.htm   (1206 words)

  
 Ace's Hardware
So, KNI and 3dnow are more or less on equal footing with this prefetch-stuff.
KNI is technically somewhat better than 3DNow!, but the difference is not big.
Yes, performance of, for example, Forsaken would be much higher if the whole game engine was rewritten for 3DNow!, but you didn't have to change much to see some benefit.
www.aceshardware.com /Spades/read.php?article_id=29   (2251 words)

  
 AnandTech: SSE vs 3DNow
The problem with the 3DNow implementation is that the two SIMD operations which are to be executed simultaneously cannot be both additions, or both multiplies.
Since SIMD works by packing as many 32bit FP values as possible (in the case of 3DNow, 2, SSE, 4) into the operand registers (or memory) and then performing the operating on these registers, it is evident that 3DNow can only perform two normal floating point operations per operation.
One of the most notable differences between SSE and 3DNow is the addition of 8 new 128bit "vector" registers.
www.anandtech.com /html/review_display.cfm?document=903   (766 words)

  
 Multimedia Extensions: Do MMX, 3DNow!, and SSE Still Matter?
The latter climbed through the window with 3DNow!, which added 21 instructions including support for SIMD floating-point operations (plus backward compatibility with MMX) when it premiered in the K6-2 processor in May 1998.
Technically speaking, MMX, 3DNow!, and SSE all add Single Instruction Multiple Data (SIMD) techniques to x86 programming -- instructions that make use of parallelism to apply the same operation to a number of data items, or perform more (of the same types of) calculations at the same time.
AMD anted up with Enhanced 3DNow!, incorporating streaming instructions, in the Athlon a few months later, and 3DNow!
www.cpuplanet.com /features/article.php/1487301   (572 words)

  
 An illustrated Guide to 6th generation CPUs
Instructions which can be called by the programs, 3DNow!
But Pentium III is scheduled for future editions with a four-fold increase in FPU performance as far as the 32 bit numbers are concerned.
The problem with Katmai is that the instructions require software support, and that will take some time to get in place.
www.karbosguide.com /hardware/module3e09.htm   (1014 words)

  
 asm_3dnow.S
Since most of the 3dnow functions have large setup time compared to the 386 ones, large values of "n" will show greater gains.
gcc testasm.c src/asm_3dnow.s -DTHREE to time 3dnow instructions on asm_transform_points3* functions, gcc testasm.c src/asm_386.s -DTHREE to time 386 instrucitons on asm_transform_points3* functions, gcc testasm.c src/asm_3dnow.s to time 3dnow instructions on asm_transform_points4* functions, gcc testasm.c src/asm_386.s to time 386 instrucitons on asm_transform_points4* functions.
Is it the cache size on the non-MMX P5?) So 3dnow!
incolor.inetnebr.com /jepler/asm_3dnow.S   (409 words)

  
 GameDev.net - Using VectorC to Take Advantage of MMX, 3DNow! and SSE
Because MMX and the normal floating-point registers cannot be used in the same area of code, 3DNow!
This routine will not be able to take advantage of MMX, but will speed up considerably when compiled for 3DNow!
The VECTOR type is also defined to be of size 16, with a 4-byte Flag (to specify whether a vector is in front of the camera and so can be projected).
www.gamedev.net /reference/articles/article1097.asp   (2080 words)

  
 The AMD K6-2 FAQ - 3DNow! Drivers for Quake 2
Don't loose sleep trying to duplicate my exact numbers, just notice how nice 3DNow!
This so-called "technology demo" proves the value of 3DNow!, we just need more flavors of fun beyond Quake 2.
After some consideration, I decided to benchmark a system running a K6-2-300MHz processor (100MHz FSB) at two resolutions and changing between three video settings inside Quake 2 (SW emulation, 3dFX OpenGL and 3dFX 3DNow!).
www.realworldtech.com /altcpu/subpages/k6faq2/k6faq24of7.htm   (849 words)

  
 PCWorld.com - AMD's K6-III Shifts Into Overdrive
But 3DNow faces competition from Intel's 3D instructions, the Streaming SIMD Extensions, or SSE, which are supported in the Pentium III (see our story on PIII-enhanced software).
To benefit from 3DNow, you need both a processor and an application that support it.
For the moment, 3DNow has the advantage in program support--it has, after all, been out longer than SSE.
www.pcworld.com /resource/article/0,aid,10232,pg,6,00.asp   (456 words)

  
 Debian -- atlas3-3dnow
These libraries use the 3dnow extensions only available on AMD 3dnow and later processors.
Currently ATLAS supplies optimized versions for the complete set of linear algebra kernels known as the Basic Linear Algebra Subroutines (BLAS), and a subset of the linear algebra routines in the LAPACK library.
Please note that the floating point produced by these extensions is not IEEE compliant.
packages.debian.org /unstable/libs/atlas3-3dnow   (206 words)

  
 MMX And Beyond
Apart from a couple of extra MMX instructions (useful but not very important), 3DNow!
Technology (which used to be called the much less annoying AMD-3D) has been released in the AMD K6-2 and both Cyrix and IDT are expected to use 3DNow!
Thankfully, in practise because most 3D matrix maths involves lots of adding and multiplying, this should be fairly common.
www.adriansrojakpot.com /Other_Articles/MMX_And_Beyond/MMX_And_Beyond_02.htm   (697 words)

  
 3DNow! instructions
The problem for programmers is that Intel did not follow suit, so you have the strange situation that the 3DNow!
Since you cannot divide directly using the 3DNow!
Note also that FEMMS is used at the end of the sequences to clear the registers and the tag words so that, if necessary, floating point instructions can then be used.
www.jorgon.freeserve.co.uk /TestbugHelp/3DNow.htm   (1118 words)

  
 MMX, 3DNow! and SSE? - GameDev.Net Discussion Forums
As for 3DNow, I really hate to say it, but there really is no reason to use it.
instructions in 32-bit threads; however, 64-bit operating systems may not support x87 and 3DNow!
If you want to speed up code, I'd suggest checking your byte alignments in memory, especially with structs, helps a fortune with 3DNow!
www.gamedev.net /community/forums/topic.asp?topic_id=340522   (1591 words)

  
 4
They are actually inline assembly code macros for the Gnu C compiler that allow us to mix 3DNow!
There is a problem here because, as written, the vector that is A seems to have a stride of 64; 3DNow!
Now let's think about turning that into vector code using 3DNow!'s two-element vectors.
arstechnica.com /articles/paedia/cpu/klat2.ars/4   (681 words)

  
 Performance Tips for 3DNow!
If you don't mind writing assembly code, the main resources you should consult the 3DNow!™ Technology Manual and the
As far as I know, the only compiler that optimizes for 3DNow!
But, if you are lazy, the optimizer can produce a decent MMX/3DNow!
www.iaanus.com /k6-2/performa.html   (816 words)

  
 drakan_interview.htm
He was more than happy to share with me his experience programming for 3DNow!™ and how it was used to enhance the game.
When optimizing the Drakan's code for 3DNow!™ did you use a special compiler (e.g.
This is easier for us, and it allows the hardware OEMs to optimize their drivers for both 3Dnow!
www.3dnow.net /views/drakan_interview.htm   (373 words)

  
 AMD 3DNow
From the reliable source somewhere on the net I got the information that the above three instructions were abandoned from 3DNow!
While viewing one of them I noticed the names and opcodes of instructions, and suddenly I realized that not all of the names look familiar to me. I've compared the names with instructions listed in official 3DNow!
PSWAPW is just what it is -- it may be effectively used to reverse the order of 16-bit data in a quadword.
www.x86.org /articles/3dnow/amd_3dnow.htm   (866 words)

  
 3DNow! Enabled 3D Adapters - Which solution offers the best performance? Tom's Hardware
It has been taking a while until software developers optimized their games or other applications for 3DNow!, but today there's quite a variety of titles you can get with 3DNow!-optimization.
Besides the built-in performance metric the game also has some incredible graphics and is also optimized for 3DNow!.
This extension to the CPU instruction set was particularly targeted to make AMD-processors perform better in 3D-games and other applications that require floating point calculations on arrays of numbers.
www.tomshardware.com /1999/06/14/3dnow   (1880 words)

  
 Does epsxe use 3dnow optimizations? - Emuforums.com
oh and i think if he uses 3dnow in his plugins that it will detect if your cpu supports it and enable or disable it accordingly.
if it doesnt it would be good to have them because if you look at benchmarks from progs that use 3dnow, the k6-2 3dnow beats the pentium 2..
I think its an always on option, the gpu use or not depending on the fact that you are using an amd cpu or not but your computer is...
forums.ngemu.com /epsxe-archive/12026-does-epsxe-use-3dnow-optimizations.html   (229 words)

  
 nV News Forums - How to enable MMX, 3DNow, SSE, and SSE2 to gain a FPS boost!
After enabling MMX, SSE, and 3DNow I gained about 10fps (keep in mind my avg.
Maybe just on your PC because Steam is unable to detect your CPU correctly, but it certainly is enabled for the majority of CS:S users.
It's rather the standard console output you get when typing in "r_mmx 1" even if mmx or sse was already enabled before.
www.nvnews.net /vbulletin/printthread.php?t=39721   (749 words)

  
 AnandTech: SSE vs 3DNow
Since AMDs 3DNow instructions share the same register set as do MMX registers, programmers can use MMX instructions to "hack" the 3DNow registers.
This is perhaps a technical reason why many application developers, such as Adobe, may prefer SSE over 3DNow.
Currently, 3DNow has an advantage in this area because it already has an established user base of millions of PCs.
www.anandtech.com /showdoc.aspx?sitesize=yes&i=903&p=2   (576 words)

  
 3DNow! Instruction Formats (C/C++ Languages)
The assembly language syntax used for the 3DNow!
This suffix byte occupies the same position at the end of a 3DNow!
MSDN Home > MSDN Library > Development Tools and Languages > Visual Studio.NET > Visual C++ > Reference > C/C++ Languages > C++ Language Reference > Compiler Intrinsics > MMX, SSE, and SSE2 Intrinsics > AMD 3DNow!
msdn.microsoft.com /library/en-us/vclang/html/vclrf3DNowInstructionFormats.asp?frame=true   (167 words)

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