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ATI TruForm
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{{short description|Brand name by ATI}} {{External links|date=July 2024}} '''ATI TruForm''' was a brand by [[ATI Technologies|ATI]] (now [[Advanced Micro Devices|AMD]]) for a [[Semiconductor intellectual property core|SIP block]] capable of doing a graphics procedure called [[Tessellation (computer graphics)|tessellation]] in computer hardware. ATI TruForm was included into [[Radeon 8500]] (available from August 2001 on) and newer products.<ref>{{cite web |url=http://www.anandtech.com/show/773 |title=ATI TruForm β Powering the next generation Radeon |author=Witheiler, Matthew |publisher=[[AnandTech]] |date=2001-05-29 |accessdate=2016-01-30}}</ref> The successor of the SIP block branded "ATI TruForm" was included into [[Radeon HD 2000 series]] (available from June 2007 on) and newer products: [[TeraScale (microarchitecture)#Hardware tessellation|hardware tessellation with TeraScale]]. Support for hardware tessellation only became mandatory in Direct3D 11 and OpenGL 4. Tessellation as defined in those APIs is only supported by newer [[TeraScale (microarchitecture)#TeraScale 2|TeraScale 2]] (VLIW5) products introduced in September 2009 and [[Graphics Core Next|GCN]]-based products (available from January 2012 on). The GCN SIP block carrying out the tessellation is the "Geometric processor". == Overview == Before the adoption of pixel shader-enhanced bump mapping methods such as [[normal mapping|normal]] and [[parallax mapping]] that simulate higher mesh detail, curved 3D shapes in games were created with large numbers of triangles. The more triangles are used, the more detailed and thus less polygonal the surface appears. TruForm creates a curved surface using the existing triangles, and [[Tessellation (computer graphics)|tessellates]] this surface to make a new, more detailed polygonal model. It is designed to increase visual quality, without significantly impacting frame rates, by utilizing hardware processing of geometry. TruForm was not significantly accepted by game developers because it ideally required the models to be designed with TruForm in mind. To enable the feature without causing visual problems, such as ballooned-up weapons, the models had to have flags identifying which areas were to be tessellated. The lack of industry-wide support of the technique from the competition caused developers to ignore the technology. In later version of Catalyst drivers, the TruForm feature is removed. Beginning with Radeon [[Radeon R520|X1000 series]], TruForm was no longer advertised as a hardware feature. However, Radeon 9500 and higher (as well as hardware supporting Shader Model 3.0) include Render to [[Vertex Buffer]] feature, which can be used for tessellation applications.[https://web.archive.org/web/20070927173130/http://www.behardware.com/articles/616-2/ati-s-demos-without-vertex-texturing.html] In the case of Radeon X1000 series, it supports binding up to 5 R2VB buffers simultaneously. Tessellation as dedicated hardware has returned in Xenos and [[Radeon R600]] GPUs. == Games with TruForm support == *[[Counter-Strike]] (ati_subdiv "2.0", ati_npatch "1.0") *[[Tom Clancy's Rainbow Six (video game)|Tom Clancy's Rainbow Six]] *[[Soldier of Fortune (video game)|Soldier of Fortune]] *[[Soldier of Fortune II: Double Helix]] *[[Quake (video game)|Quake]] (TruQuake Patch)<ref>{{Cite web |title=NitroGL-Demos/TruQuake at master Β· seishuku/NitroGL-Demos |url=https://github.com/seishuku/NitroGL-Demos |access-date=2023-04-21 |website=GitHub |language=en}}</ref> *[[Quake 2]] (TruQuake2 Patch)<ref>{{Cite web |title=NitroGL-Demos/TruQuake2 at master Β· seishuku/NitroGL-Demos |url=https://github.com/seishuku/NitroGL-Demos |access-date=2023-04-21 |website=GitHub |language=en}}</ref> *[[Hexen II]] (TruHexen2 Patch, edit of the TruQuake2 Patch) (developed by RaVeN [http://hexen.clan.su/forum/7-804-1]) *[[Unreal Tournament]] (TruUT Patch)<ref>{{Cite web |title=NitroGL-Demos/UTOpenGL at master Β· seishuku/NitroGL-Demos |url=https://github.com/seishuku/NitroGL-Demos |access-date=2023-04-21 |website=GitHub |language=en}}</ref> *[[The Elder Scrolls III: Morrowind]] (unofficially, with the FPS Optimizer [https://web.archive.org/web/20190806035709/http://lowgenius.net/morrowind/morrowind-fps-optimizer/]) *[[Madden NFL 2004]] *[[Bugdom]] *[[Return to Castle Wolfenstein]] *[[Serious Sam]] *[[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] (must edit the game's ".ini" file and set "UseNPatches=True") *[[Wolfenstein: Enemy Territory]] *[[Command & Conquer: Renegade]] *[[Neverwinter Nights (2002 video game)|Neverwinter Nights]] (must edit the game's ".ini" file and set "Enable Truform=1") *[[FTEQW]] (QuakeWorld, Net Quake, Quake II, Quake, Quake III: Arena, Hexen 2, Nexuiz) [http://sourceforge.net/projects/fteqw/files/Full%20GL-only/3343/] [http://fteqw.com/wiki/index.php?title=Gl_ati_truform] *[[Quake III Arena]] [http://raven-05.narod.ru/Test-Quake-III-Arena-Truform.7z] (developed by RaVeN ) == References == {{reflist}} == External links== *[https://web.archive.org/web/20080225041723/http://ati.amd.com/fr/products/gamesupport/index.html Official ATI's List of TruForm Enabled Game Titles] *[https://web.archive.org/web/20070430163734/http://ati.amd.com/companyinfo/press/2001/4377.html ATI Press release] *[https://web.archive.org/web/20070905191832/http://ati.amd.com/developer/truform_faq.html ATI TruForm Developer FAQ page] *[https://web.archive.org/web/20070320115200/http://ati.amd.com/products/pdf/truform.pdf TruForm whitepaper] *[https://web.archive.org/web/20080509054800/http://ati.amd.com/developer/SDK/AMD_SDK_Samples_May2007/Documentations/R2VB_programming.pdf R2VB Programming (March 2006)] *[http://ati.amd.com/developer/siggraph06/SIGGRAPH06_ShadingCourse_Scheuermann.pdf Render to Vertex Buffer with D3D9]{{dead link|date=October 2016 |bot=InternetArchiveBot |fix-attempted=yes }} *[https://web.archive.org/web/20080316081906/http://area3d.net/section.php?id=2 area3d.net: NitroGL Demos] - home of TruQuake, TruQuake2 & TruUT {{AMD graphics}} {{DEFAULTSORT:TruForm}} [[Category:3D rendering]] [[Category:ATI Technologies]]
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