GPU
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- 162 MHz
ArtX-designed
ATI "Flipper"
ASIC (9.4
GFLOPS)
[2]
- 180 nm
NEC
eDRAM manufacturing process, 51 million
transistors (approximately half dedicated to 1T-SRAM), 106 mm2 die
- Contains GPU, audio DSP, I/O controller and northbridge
- 3
MB of on-chip
1T-SRAM (2 MB
Z-buffer/
framebuffer + 1 MB
texture cache) with ~18 GB/s total bandwidth
- Embedded 24-bit Z-buffer/framebuffer RAM: 2 MB (4× 512 KB)
- Bus width: 384-bit (4 buses, each 96-bit wide)
- Bandwidth: 7.8 GB/s
- Sustainable latency: Under 5 ns
- Embedded
texture
cache: 1 MB (32× 256 Kb)
- Bus width: 512-bit (32 buses, each 16-bit wide)
- Bandwidth: 10.4 GB/s
- Sustainable latency: Under 5 ns
- 24 MB (2× 12 MB) 1T-SRAM main memory @ 324 MHz, 64-bit bus, 2.6 GB/s bandwidth
- 1 vertex pipeline, 4
pixel pipelines with 1
texture mapping unit (TMU) each and 4
render output units (ROPs)
- Simultaneous textures per pass: 4
-
Color depth: 24-bit
RGB, 32-bit
RGBA
- System
floating-point arithmetic capability: 11 GFLOPS
[2] (peak) (MPU, Geometry Engine, Hardware Lighting Total)
-
Fillrate: 648
megapixels/sec, with
Z-buffering,
alpha blending,
fogging,
texture mapping,
trilinear filtering,
mipmapping and
S3 Texture Compression
[7]
- Raw
polygon performance: 90 million polygons/sec
[8]
- 40 million polygons/sec, with fogging, Z-buffering, alpha blending and
Gouraud shading
[7]
- 33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping
[7]
- 25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting
[7]
- 6-20 million polygons/sec,
[9] assuming actual game conditions, with complex models, fully textured, fully lit, etc.
- 16-stage TEV fixed-function texture combiner unit (4 inputs, 1 output)
[1]
- Image processing functions:
Volumetric fog,
heat haze,
motion blur,
bloom, subpixel
anti-aliasing,
per-vertex lighting, 8 hardware
lights, alpha blending, hardware
transform and lighting (T&L), virtual texture design, multi-texturing, emboss
bump mapping, Dot3 bump mapping (
normal mapping),
lightmapping,
shadow mapping,
shadow volumes, planar projection shadows,
environment mapping, mipmapping,
LOD,
depth of field, perspective-correct texture mapping,
bilinear filtering, trilinear filtering,
anisotropic filtering, real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency,
clipping,
hidden surface removal/culling, Zfreeze, Zcomploc/early-Z reject,
bounding box, destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects,
Gouraud shading,
cel shading,
dithering, can emulate 1-bit
stencil buffer through a Zfreeze function
- Other: Real-time decompression of
display list, hardware motion compensation capability, HW 3-line deflickering filter
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[5]
[6]
[10]
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