| Image Processing Functions |
3D Engine: Per pixel loadable table fog, Image super-sampling/scene anti-aliasing, Tile based reduced bandwidth rendering engine, Modifier Volumes (Shadows, etc), Specular highlights with offset colors Alpha + Multipass Blending, Color key and alpha blended textures, D3D and OpenGL blend modes, Texture Mapping Support: Multi-texturing, Bump-mapping, Environment mapping, Bi-linear, Tri-linear, and Anisotropic Filtering, 5X Texture Decompression, Bus mastered parameter fetch, Translucency sorting 2D Engine: Full ROP, text and line primitives, Full VGA compatibility, YUV to RGB color space conversion, MPEG2 decode assist (motion compensation acceleration), Integrated 250Mhz DAC (1920x1440 x 16bpp @ 65Hz / 1600x1200 x32bpp @85Hz), Color key overlay, Multiple video windows |
Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Anisotropic Filtering, Real-time Hardware Texture Decompression (S3TC), Real-time Decompression of Display List, HW 3-line Deflickering filter |
Programmable vertex and pixel shaders, fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Anisotropic Filtering, Real-time Hardware Texture Decompression (S3TC) |
| Real-world polygon rates |
5 Million Polygons Per Second (32x32 pixel tiles, front facing visible only) *3.5M in DOA2, 5 Million in full effect scenes in Le Mans |
6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.) * 3 Million in RE4 |
116.5 million (using strips), so 116.5 vertices/sec *Theoretical |