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3D Features
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Header Cell - Column 0
MatroxParhelia-512
NVIDIAGF4 Ti 4600
ATIRadeon 8500
Chip Technology
512-bit
256-bit
256-bit
Manuf. Process
0.15 Micron
0.15 Micron
0.15 Micron
# of Transistors
80 Mio
63 Mio
60 Mio
Memory Bus
256-bit DDR
128-bit DDR
128-bit DDR
Memory Bandwith
20 GB/s
10,4 GB/s
8,8 GB/s
AGP Bus
1x/2x/4x/8x
1x/2x/4x
1x/2x/4x
Vertex Shader
4
2
1
Pixel Pipelines
4
4
4
Texture Stages/Pipe
4
2
2
PS Stages/Pipe
5
2
2
Texture Shader Stages
36
16
16
Vertex S. Version
2.0
1.1
1.1
Pixel S. Version
1.3
1.3
1.4
DirectX Generation
8.0 / 9.0
8.0
8.1
FSAA Modes
Fragment / SuperSampling
MultiSampling
SuperSampling
Z-Data Compression
-
Yes
Yes
Max Displays
3
2
2
Internal Ramdacs
2
2
2
External Ramdacs
1
-
-
Max Dual Resolution
2048x1536 @ 32bpp
1600x1200 @ 32bpp
1600x1200 @ 32bpp
Max Tripple Resolution
3840x1024 @ 32bpp
-
-
Bits per Color Channel
10
8
8
Quad Vertex Shader Array
Parhelia has a vertex shader unit whose T&L subsystem consists of four individual shaders. Combined with a 512-unit instruction cache, 256 constant registers and optimized control, the Parhelia-512 reaches a very high vertex throughput.
The vertex shaders correspond to Microsoft's DirectX 9 (v2.0). The hardware displacement mapping engine is connected directly to the vertex shader unit, via the vertex fetcher and cache. Refer to the diagram here .
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