This information should help all who want to understand more about the Geometry Engines (GE) and related chips which give Silicon Graphics workstations their graphical "magic". This document covers SGI's Indigo2 IMPACT and OCTANE systems. The engines in both of these systems are essentially the same - their bus architectures are different - EISA for the Indigo2 and PCI for the OCTANE. (Editor's note - That actually should be GIO-64 for Indigo 2 and XIO for Octane - G. Douglas, Oct. 31, 2000). SGI benchmarks show that in spite of these bus differences, their graphical performance is almost identical - assuming the same number and type of "engines". All systems have a Command Processor which distributes graphic primitives to the appropriate graphics engines. There are three principle classes of graphics engines. The Geometry Engine (GE) transforms 3D geometry, performs convolutions and other 2D imaging operations. Each Geometry Engine (GE11 in an IMPACT or OCTANE) can do 480 Million Floating Point Operations per Second (MFLOPS). If a system has two Geometry Engines, its MFLOPS capability is typically doubled - in the case of an Maximum IMPACT or OCTANE SSI or MXI - to 960 MFLOPS. The next engine is the Raster Engine (RE). Its job is to do high performace pixel fills. The RE's in the IMPACT and OCTANE are able to support a fill rate of 120 Million pixels/second. If there are two RE's in a system, its fill rate is doubled to 240 Million pixels/second. Lastly, there is the Texture Engine and Memory which interpolates and maps image and texture data. On the IMPACT and OCTANE, texture memory is dedicated (i.e. not part of the system RAM - as it is on the O2). The more texture memory the better - and the maximum for these systems is 4MB. As you can see from the chart below, both systems can be configured with or without a Texture Engine. So what system has what engines? It's not easy to know. In fact if you read Brad Reger's information on the Indigo series, you could probably guess that SGI didn't alway follow their marketing literature perfectly. However, as far as I can tell, SGI always gave you more than their literature stated when they chose to make a change! The table below indicates the marketing name and number of engines of each class for that system. The existance of a "High-AA" version of the High Impact is never mentioned in SGI marketing literature, but they do exist! Note that the High-AA IMPACT runs at speeds typical for a standard High IMPACT, but can execute some operations, such as AntiAliasing (AA), at the same speed as a Maximum IMPACT. Note: The (2) GE board of a High-AA IMPACT CANNOT be used as part of the three board (GD2, RA, RB) Maximum IMPACT set! The "hinv" and "gfxinfo" commands will say you have a Maximum IMPACT, but you do not! You will get slightly better than HIGH IMPACT performance, but much less than MAXIMUM IMPACT performance. Apparently, the "hinv" and "gfxinfo" commands just count the number of GEs and REs to define a graphic board set, and in this case, it's not enough! Product Geometry Raster Texture Texture RAM Indigo2 Solid IMPACT 1 1 N - Indigo2 High IMPACT 1 1 Y 1MB or 4MB Indigo2 High IMPACT (High-AA) 2 1 Y 1MB or 4MB Indigo2 Maximum IMPACT 2 2 Y 1MB or 4MB OCTANE/SI 1 1 N - OCTANE/SI w/Texture 1 1 Y 4MB OCTANE/SSI 2 2 N - OCTANE/MXI 2 2 Y 4MB Lyle Bickley Bickley Consulting West Inc. lbickley@bickleywest.com