3D Graphics Chipsets Comparision
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All chipsets support the following features:
- Alpha Blending
- Bilinear filtering
- Dithering
- Flat Shading
- Fogging
- Gouraud Shading
- Perspective Correction
- Specular Lightning (excl. TAZ-3D)
- Rendition Verite 2100/2200 features per-polygon MIP-mapping only
"DVD Decoder" stands for the software MPEG2 decoding. The standard DVD decoding resolution is at least 800x600, in other words scaling is supported along with YUV->RGB transformation. The "+" means the support was announced, but wasn't verified in applications.
|
Chipset |
3D Features |
RAM, MB |
Bus |
AGP2x |
DME (DiME) |
Multi-texturing |
2 pixels/ clock |
Fillrate (million pixels/s) (million texels/s) |
Throughput (million polygons/s) |
DVD dec. |
API |
Max. 3D resolution with Z-buffering |
Color depth |
Windowed rendering |
Type |
Additional information |
AF |
AA |
Edge AA |
Bump maps |
Trilinear filtering |
Z buffer |
D3D |
OGL |
3Dfx Voodoo2 |
n/a |
n/a |
+ |
n/a |
+ |
16bit |
6-12 |
AGP/ PCI |
n/a |
n/a |
+ |
n/a |
90/180 |
3 |
n/a |
+ |
MCD |
800x 600 |
16bit |
n/a |
3D |
175Mhz RAMDAC |
3Dfx Voodoo2 SLI |
n/a |
n/a |
+ |
n/a |
+ |
16bit |
12-24 |
AGP/ PCI |
n/a |
n/a |
+ |
n/a |
180/360 |
3 |
n/a |
+ |
MCD |
1024x 768 |
16bit |
n/a |
3D |
175Mhz RAMDAC |
3Dfx Voodoo Banshee |
n/a |
n/a |
+ |
+ |
+ |
16bit |
4-16 |
AGP/ PCI |
n/a |
n/a |
n/a |
n/a |
100/100 |
4 |
? |
+ |
+ |
1600x 1200 |
16bit/ 24bit |
+ |
2D/3D |
128-bit VGA core, Texture compression,Environment Mapping |
3Dfx Voodoo Graphics |
n/a |
n/a |
+ |
n/a |
n/a |
16bit |
4-8 |
PCI |
n/a |
n/a |
n/a |
n/a |
45/45 |
1 |
n/a |
+ |
MCD |
640x 480 |
16bit |
n/a |
3D |
135Mhz RAMDAC |
3Dfx Voodoo Rush |
n/a |
n/a |
+ |
n/a |
n/a |
16bit |
4-8 |
PCI |
n/a |
n/a |
n/a |
n/a |
45/45 |
1 |
n/a |
+ |
MCD |
800x 600 |
16bit |
+ |
2D/3D |
|
3Dlabs PERMEDIA2 |
n/a |
+ |
n/a |
n/a |
+ |
16bit |
4-8 |
AGP/ PCI |
n/a |
n/a |
n/a |
n/a |
42/42 |
1 |
? |
+ |
ICD |
1024x 768 |
8bit/ 16bit/ 24bit |
+ |
2D/3D |
230/250Mhz RAMDAC, stencil buffer |
3Dlabs PERMEDIA3 |
+ |
+ |
+ |
+ |
+ |
32bit |
8-16 |
AGP/ PCI |
+ |
+ |
+ |
n/a |
125/250 |
8 |
+ |
+ |
ICD |
1920x 1200 |
8bit- 32bit |
+ |
2D/3D |
270Mhz RAMDAC, Stencil buffer, virtual textures, procedural textures, light maps, environment maps, voxel rendering, 32-bit, 16-bit and n/an-linear Z-buffer |
Intel i740 |
n/a |
+ |
+ |
n/a |
+ |
16bit |
4-8/ 12-24 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
66/66 |
1.5 |
Yes3 |
+ |
MCD, ICD |
1280x 1024 |
8bit/ 16bit |
+ |
2D/3D |
203/220Mhz RAMDAC |
Matrox G200 |
n/a |
+ |
+ |
n/a |
+ |
32bit |
4-32 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
100/100 |
1.5 |
Yes |
+ |
+ |
1600x 1200 |
8bit- 32bit |
+ |
2D/3D |
250/320Mhz RAMDAC, VCQ Rendering |
NEC PowerVR PCX2 |
n/a |
n/a |
n/a |
n/a |
n/a |
32bit |
4 |
PCI |
n/a |
n/a |
n/a |
n/a |
66/66 |
? |
? |
+ |
MCD |
1024x 768 |
8bit/ 16bit/ 24bit |
+ |
3D |
|
NEC PowerVRS2 |
+ |
+ |
+ |
+ |
+ |
32bit |
4-32 |
AGP/ PCI |
+ |
+ |
? |
? |
120/? |
4 |
? |
+ |
+ |
1600x 1200 |
8bit/ 16bit/ 24bit |
+ |
3D è 2D/3D |
Texture compression, Stencil buffer,
Atmospheric effects |
nVidia RIVA 128 |
+ |
+ |
+ |
n/a |
+ |
16bit |
4 |
AGP/ PCI |
n/a |
+ |
n/a |
n/a |
100/100 |
5 |
Yes |
+ |
ICD |
1024x 768 |
8bit/ 16bit/ 24bit |
+ |
2D/3D |
230Mhz RAMDAC |
nVidia RIVA 128ZX |
+ |
+ |
+ |
n/a |
+ |
16bit |
8 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
100/100 |
5 |
Yes |
+ |
ICD |
1024x 768 |
8bit/ 16bit/ 24bit |
+ |
2D/3D |
250Mhz RAMDAC |
nVidia RIVA TnT |
+ |
+ |
+ |
+ |
+ |
16bit/ 24bit/ |
4-16 |
AGP/ PCI |
+ |
+ |
+ |
+ |
180/180 |
6 |
Yes |
+ |
ICD |
1600x 1200 |
8bit/ 16bit/ 24bit/ 32bit |
+ |
2D/3D |
250Mhz RAMDAC, procedural textures, texture modulation, light maps
environment maps, destination alpha channel |
Rendition V2100 |
n/a |
n/a |
+ |
n/a |
n/a |
16bit |
4-16 |
AGP/ PCI |
n/a |
n/a |
n/a |
n/a |
?/? |
? |
? |
+ |
ICD |
1280x 1024 |
8bit/ 16bit/ 24bit |
+ |
2D/3D |
170Mhz RAMDAC |
Rendition V2200 |
n/a |
n/a |
+ |
n/a |
n/a |
16bit |
4-16 |
AGP/ PCI |
n/a |
n/a |
n/a |
n/a |
50/50 |
2 |
+ |
+ |
ICD |
1280x 1024 |
8bit/ 16bit/ 24bit |
+ |
2D/3D |
200/220Mhz RAMDAC |
Rendition RRedline |
? |
+ |
+ |
? |
+ |
24bit |
4-32 |
AGP/ PCI |
+ |
+ |
+ |
+ |
250/? |
? |
+ |
+ |
+ |
? |
8bit/ 16bit/ 32bit |
+ |
2D/3D |
250Mhz RAMDAC, Multiple monitors |
S3 Savage3D |
+ |
n/a |
+ |
+ |
+ |
16bit/ 24bit |
2-8 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
125/125 |
5 |
Yes4 |
+ |
+ |
1280x 1024 |
16bit/ 32bit |
+ |
2D/3D |
250Mhz RAMDAC, AGP x4,
Stencil buffer, texture compresion, procedural textures, reflection maps,
environment maps |
ATI RagePro |
n/a |
n/a |
+ |
n/a |
+ |
16bit |
2-16 |
AGP/ PCI |
+ |
+ |
+ |
n/a |
45/90 |
1.2 |
Yes |
+ |
ICD |
1280x 1024 |
16bit/ 32bit |
+ |
2D/3D |
230Mhz RAMDAC, texture compresion |
ATI RAGE 128 |
n/a |
+ |
+ |
+ |
+ |
16bit/ 24bit/ 32bit |
4-32 |
AGP |
+ |
+ |
+ |
+ |
200/? |
3.6 |
+ |
+ |
ICD |
1920x 1600 |
16bit/ 32bit |
+ |
2D/3D |
250Mhz RAMDAC, AGP x4, Stencil buffer, environment maps, Vertex and Z-based reflections, Vertex and Z-based fog, LOD biasing, Texture morphing, Twin-Cache architecture |
Silicon Reality TAZ-3D |
n/a |
+ |
n/a |
n/a |
+ |
32bit |
4-12 |
AGP/ PCI |
n/a |
n/a |
n/a |
n/a |
100/100 |
1.7 |
n/a |
+ |
ICD |
1600x 1200 |
32bit |
? |
3D |
Stencil buffer |
#9 T2R4 |
n/a |
+ |
n/a |
n/a |
+ |
32bit |
4-32 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
?/? |
? |
? |
+ |
ICD |
1920x 1200 |
16bit/ 32bit |
+ |
2D/3D |
Atmospheric effects, interpolated fogging, 10
Levels-of-Detail Per-Pixel Mip Mapping |
Stellar Semi. Aquilla PX |
n/a |
n/a |
n/a |
+ |
? |
32bit |
4 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
100/100 |
? |
n/a |
+ |
+ |
1024x 768 |
16bit/ 32bit |
+ |
2D/3D |
Source Color Keying, Tile, Mirror, Clamp Texture Chunking; Linear, exponential, table, range-based fog; Texture
Compression, support for square and n/an-square textures |
Stellar Semi.TEX |
n/a |
+ |
n/a |
+ |
? |
32bit |
4-16 |
AGP/ PCI |
+ |
+ |
n/a |
n/a |
250/250 |
? |
n/a |
+ |
+ |
? |
16bit/ 32bit |
? |
3D |
Source Color Keying, Tile, Mirror, Clamp Texture Chunking; Linear, exponential, table, range-based fog; Texture
Compression, support for square and n/an-square textures |
Stellar Semi. VelaTX |
n/a |
+ |
n/a |
+ |
+ |
24bit |
2.5 Emb + 4-16 |
AGP/ PCI |
+ |
+ |
+ |
n/a |
200/? |
? |
n/a |
+ |
+ |
? |
16bit/ 32bit |
? |
3D |
Source Color Keying, Tile, Mirror, Clamp Texture Chunking; Linear, exponential, table, range-based fog; Texture
Compression, support for square and n/an-square textures |
ARK Tiger 3D |
n/a |
n/a |
+ |
+ |
+ |
24bit |
4-16 |
AGP/ PCI |
n/a |
n/a |
n/a |
n/a |
110/110 |
1.7 |
n/a |
+ |
+ |
1600x 1200 |
16bit/ 32bit |
+ |
2D/3D |
|
BitBoys Glaze3D |
n/a |
+ |
+ |
+ |
+ |
16bit/ 32bit |
4-16 or more |
AGP/ PCI |
? |
? |
+ |
+ |
400/800 |
3 |
n/a |
+ |
+ |
1600x 1200 |
8bit/ 16bit/ 32bit |
+ |
2D/3D |
TV-Out, 400Mhz Rambus DirectRDRAM, Projective textures, Stencil buffer, Texture edge clamp, Texture borders, 4 independent simultaneous textures with trilinear filtering in a single pass |
BitBoys Glaze3D SLI |
n/a |
+ |
+ |
+ |
+ |
16bit/ 32bit |
4-16 or more |
AGP/ PCI |
? |
? |
+ |
+ |
800/1600 |
3 |
n/a |
+ |
+ |
1600x 1200 |
8bit/ 16bit/ 32bit |
+ |
2D/3D |
TV-Out, 400Mhz Rambus DirectRDRAM, Projective textures, Stencil buffer, Texture edge clamp, Texture borders, 4 independent simultaneous textures with trilinear filtering in a single pass |
Notes
Texture read performance is 190MP/s1 for RivaTNT and 250MP/s for PERMEDIA3 (2 texels per clock). But unlike PERMEDIA3, RivaTNT (as well as Rage128) can process 2 pixels per clock, e.g. with bilinear filtering its fillrate is 190MP/s1, while PERMEDIA3 has it at 125MP/s.
Theoretical fillrate of TNT is 250Mpps. The matter is that nVidia has planned to set internal GPU clock rate to 125MHz, but is currently producing 95MHz 0.35-micron chips 95Mhz1. The 250Mpps products are due next year, so nVidia will be producing 125MHz TNT2 using the 0.25-micron technology. At the moment fillrate and triangle setup engine of RivaTNT is 190Mpps1 6 million1 triangle/s, respectively.
With advanced 3D features enabled the fillrate is:
|
Riva TNT |
PERMEDIA 3 |
Anisotropic filtering |
95 MP/s1 |
125 MP/s |
Bump map embossing |
95 MP/s1 |
125 MP/s |
Dot product bump map |
n/a |
125 MP/s |
Bump environment map |
n/a |
62.5 MP/s |
The NEC PowerVRS2 supports both bump map embossing and dot product bump map. There are many rumours that PowerVRS2 supports multitexturing (similar to Permedia3).
Without multitexturing (e.g. with bilinear filtering) RivaTNT performs twice as fast as - at 190MP/s1, while the performance of PERMEDIA3 remains the same - 125MP/s.
At the moment we believe there will be two types of graphics chipsets:
- Able to process 2 pixels per clock (e.g. RivaTNT, Rage128 and RRedline) and performing twice as fast in this mode.
- Not able to process 2 pixels per clock (e.g. PERMEDIA 3).
This is not critical at the moment, since most games will in the near future use either multitexturing, or trilinear filtering (not just bilinear), but performance will be equal in such situations. But when more powerful chips arrive (e.g. Glaze 3D) this will become important, since quality of games will grow to 2 textures per clock and 8 textures per clock.
The fillrate of Rage128 is 200MP/s2. The texture read speed is 1 GT/s (gigatexel per second). Simple calculations indicate that the read speed is 800 MT/s and another 200MT/s are gained by caching. As you remember, Rage128 features pixel and texture caches.
Little is known about Rendition RRedline. We just know that its fillrate will be 250MP/s.
1 - This relates to RivaTNT 95MHz. The ready products operate at 90MHz, higher clock rate being a matter of overclocking at your own risk.
2 - The first revisions of ATI chip will work at 100MHz. After October 1998 ATI is going to boost clock rate to 125MHz.
3 - i740 supports software DVD decoding only at 720x480.
4 - Savage3D supports software DVD decoding in all resolutions starting with 800x600 as well as at 720x480 (MPEG2 original resolution).
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