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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