Microsoft Talisman was a complete suite of software and hardware that attempted to solve the tiled rendering problem.
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Microsoft Talisman was a complete suite of software and hardware that attempted to solve the tiled rendering problem.
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Microsoft Talisman calculated that each tile could be re-used for about four frames on average, thereby reducing load on the CPU by about four times.
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Microsoft Talisman had no analog of a framebuffer, rendering chunks on demand directly to the screen as the monitor's scan line progressed down the screen.
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When Microsoft Talisman was first made widely public at the 1996 SIGGRAPH meeting, they promised a dramatic reduction in the cost of implementing a graphics subsystem.
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That is, Microsoft Talisman was hoped to be a part of a larger media chip, as opposed to an entire 3D system that would stand alone in a system.
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At the time, Microsoft Talisman was working with several vendors in order to develop a reference implementation known as Escalante.
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Additionally, the Microsoft Talisman concept required tight integration between the display system and the software using it.
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However, for any game that had already been written, or those that didn't want to be tied to Microsoft Talisman, this made the D3D system slower and considerably less interesting.
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Nevertheless, several of the ideas pioneered in the Microsoft Talisman system have since become common in most accelerators.
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Only the one key idea of Microsoft Talisman, asking for updates to geometry only "when needed", has not been attempted since.
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