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| TI chips for arcades are considered one of the first.
"The TMS34010, developed by Texas Instruments and released in 1986, was the first programmable graphics processor integrated circuit. While specialized graphics hardware existed earlier, such as blitters, the TMS34010 chip is a microprocessor which includes graphics-oriented instructions, making it a combination of a CPU and what would later be called a GPU." https://en.m.wikipedia.org/wiki/TMS34010 And they weren't alone in the history of graphics hardware. |
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| I think I remember seeing the term GPU used in a Byte article from the 80s? It was a while ago when I saw it (~15 years), so I can't really remember any details. |
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| There is a SIGGRAPH Pioneers panel where participants talk about the history of the GPU (you can find the full talk on YouTube, this is a summary article): https://www.jonpeddie.com/news/gpus-how-did-we-get-here/
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| Pretty sure all 3D PS1 games tapped into assembly for performance.
The most “famous” thing about Crash programming is probably that it’s all in lisp, with inline assembly. |
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| Both PS1 and N64 games were beyond the generation where direct assembly was required to achieve necessary performance.
Compilers were good enough by that point in time for the vast majority of games. |
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| Most third parties weren't able to explore the PS2 properly, until Sony had to go through a revamp of their SDK, and collaborated with Gran Turism folks to show what was actually possible. |
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| It’s fairly well known in the specific domain space the author is dealing with, so I think it’s fair to treat it as implicit.
But for more reading https://www.psdevwiki.com/ps2/Graphics_Synthesizer The author has a bunch of other things in their post they don’t expand upon either which are significantly more esoteric as well though, so I think this is very much geared for a particular audience. A few link outs would have helped for sure. |
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| The mobile PowerVR GPUs had programmable blending last time I've touched those, in fact, it's the only kind of blending they had. Changing blend states on PS Vita was ~1ms, not pretty. |
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| (Citra, Panda3DS, Vita3K, touchHLE, and unidbg and more ) use dynamic for ARM CPU Emulation but Dolphin/cemu use same concept to emulate PowerPC Chips too
PS4 emulators use different approach tho |
> a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that is capable of processing a minimum of 10 million polygons per second
It’s kind of arbitrary, even when you take out the processing rate. But prior to that there was still a significant amount of work expected to be done on the CPU before feeding the GPU.
That said, the term GPU did definitely exist before NVIDIA, though not meaning the same thing we use it for today.