The Pixel Tapestry Architecture, Continued
Still I'd like to show you this little table made by ATi:
ATi, our new memory bandwidth economist, is also making the point that in case of three textures per pixel Radeon doesn't require as many texture memory accesses as GeForce2 GTS, because it can load all three texels, perform the rendering and then store the pixel, while an architecture with only two texture units per pipeline has to write the pixel to memory twice.
All in all it is important to note that Radeon is just as able to do per-pixel rendering as GeForce2 GTS.
Here are a few sample pics that show how 3 or more applied textures can make a 3D scene look quite awesome: