GPU |
- 162 MHz ATI "Flipper" GPU (9.4 GFLOPS)[2]
- 3 MB of on-chip 1T-SRAM (2 MB Z-buffer + 1 MB texture cache)
- 51 million transistors (approximately half dedicated to 1T-SRAM)
- 180 nm manufacturing process
- 1 vertex pipeline, 4 pixel pipelines with 1 texture mapping unit(TMU) each and 4 render output units(ROPs)
- Embedded 2MB 24-bit Z-Buffer/Framebuffer, sustainable Latency: 6.2 ns
- Embedded Texture Cache: Approx. 1 MB, Sustainable Latency: 6.2 ns
- 24-bit RGB/32-bit RGBA color depth
- System Floating-point Arithmetic Capability: 11 GFLOPS[2] (Peak) (MPU, Geometry Engine, Hardware Lighting Total)
- Estimated raw display capability: 90 million polygons/second[7]
- Actual Display Capability: 6 to 20 million polygons/second[8] (Assuming actual game conditions with complex models, fully *textured, fully lit, etc.)
- Estimated Internal Bandwidth: 20-25 GB/s (peak)[7]
- Simultaneous Textures Per Pass: 8[7][8]
- 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, and Real-time Hardware Texture Decompression (S3TC)(6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, Alpha Blending, Clipping, hidden surface removal/Culling, Zfreeze, Zcomploc/Early-Z Reject, Bounding Box, Destination Alpha Test, Alpha Test , Depth Test, Render to Texture, 15-stage Texture Environment/TEV(Similar to Nvidia GeForce NV2A Register Combiners), TEV Compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, Gouraud Shading, Cel Shading, Dithering, can emulate 1bit Stencil Buffer through a zfreeze function.
- Other: Real-time Decompression of Display List, Hardware Motion Compensation Capability, and HW 3-line Deflickering filter.
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[5][6] |