GPU | 162 MHz ArtX-designed ATI "Flipper" ASIC 180 nm NEC eDRAM manufacturing process, 51 million transistors, 106 mm² die Contains GPU, audio DSP, I/O controller and northbridge 3 MB of on-chip 1T-SRAM with ~18 GB/s total bandwidth* Embedded 24-bit Z-buffer/framebuffer RAM: 2 MB ** Bus width: 384-bit ** Bandwidth: 7.8 GB/s** Sustainable latency: Under 5 ns* Embedded texture cache: 1 MB ** Bus width: 512-bit ** Bandwidth: 10.4 GB/s** Sustainable latency: Under 5 ns 24 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 each and 4 render output units Simultaneous textures per pass: 4 Color depth: 24-bit RGB, 32-bit RGBASystem floating-point arithmetic capability: 11 GFLOPS Fillrate: 648 megapixels/sec, with Z-buffering, alpha blending, fogging, texture mapping, trilinear filtering, mipmapping and S3 Texture CompressionRaw polygon performance: 90 million polygons/sec*40 million polygons/sec, with fogging, Z-buffering, alpha blending and Gouraud shading*33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping*25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting*6-20 million polygons/sec, assuming actual game conditions, with complex models, fully textured, fully lit, etc.16-stage TEV fixed-function texture combiner unit 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, virtual texture design, multi-texturing, emboss bump mapping, Dot3 bump 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 , 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, 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 functionOther: Real-time decompression of display list, hardware motion compensation capability, HW 3-line deflickering filter | |