Hercules Prophet 4500 in the test: The Kyro2 compared to the GeForce
Features (part 2)
A particularly interesting feature of the Kyro2 is the I. nternal true color rendering, which is particularly noticeable when an image is rendered in 16-bit color depth. When rendering a 3D scene, the classic graphics hardware proceeds in such a way that every polygon is rendered immediately, with every polygon being stored in the graphics memory until the entire image has been put together. If a group of polygons is covered by a blending effect such as the smoke of a rocket, the chip fetches the information for the polygons to be blended from the graphics memory, carries out the blend operation and writes the polygons back to the graphics memory again. Apart from the fact that this again strains the memory bandwidth, this leads to a loss in quality of the finished image if an image is to be displayed in a color depth of 16 bits. While all graphics chips calculate internally with 32 bits, each polygon is reduced to the target color depth, namely 16 bits, when it is stored in the graphics memoryexpected. Every time information is read from the graphics memory, the image quality suffers noticeably. The Kyro family uses a different method, which is also anchored in the way the chip calculates, but more on that later. The only important thing at this point is that the Kyro2 can do without the graphics memory and can therefore execute all blend options with 32 bits.
These 12 screenshots were taken in a color depth of 16 bits and are intended to demonstrate the superiority of internal true color rendering. The Hercules Prophet 4500 looks a bit better than the competition wherever light effects are used.
As can be clearly seen in this direct comparison, the GeForce2 MX has a rainbow effect, while the transitions on the Hercules Prophet 4500 are very nice and even. One should not forget that these two images were only rendered with 16 bits. I think the Prophets performed very well.
Even if the Hercules Prophet 4500, or rather the Kyro2, does not control all current graphics effects, the features of the chip are generally completely sufficient for today's games. Should it ever happen that a function is required from the Kyro that it cannot implement, an alternative method of representation is used.
On the next page: Technology