Performance lies between a Geforce 3 Series GPU and a Geforce 4 Series GPU.Bilinear, trilinear, and anisotropic texture filtering.4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling).Realistic triangle performance: 7,812,500–21,875,000 32-pixel triangles/s, with 2 textures, lighting, Z-buffering, fogging and alpha blending (32-pixel divided from realistic fillrate). 970,833 triangles per frame at 30 frame/s.485,416 triangles per frame at 60 frame/s.Peak triangle performance: 29,125,000 32-pixel triangles/s, raw or with 2 textures and lighting (32-pixel divided from peak fillrate).Texture fillrate: 500–1400 megatexels/second (250-700 MP × 2 texture units).Rendering fillrate: 250–700 megapixels/second, with Z-buffering, fogging, alpha blending and texture mapping.Texture fillrate: 1,864 megatexels/second (932 MP × 2 texture units).Rendering fillrate: 932 megapixels/second (233 MHz × 4 pipelines).4 pixel pipelines with 2 texture units each.Geometry engine: 115 million vertices/second, 125 million particles/second (peak).Co-developed by Microsoft and Nvidia and essentially a variant of Geforce 3 chips.
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