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A Guide To Graphics Chipsets

  • General Overview

    All graphics cards have 2 main components: graphics memory and chipset. While the amount of memory a graphics card has doesn't affect its speed, it determines the highest resolution and colour depth that the graphics card can support. The chipset on the other hand affects the speed and also the maximum refresh rate of the card. There are other factors, of course, like the video card's BIOS, drivers and design that also determine its performance; but the chipset will determine a rough range of performance values. The recent introduction of AGP (Accelerated Graphics Port) which is a new bus specification to enchance the performance of 3-D graphics further complicates things. AGP is an interface that can convey 3-D images at high speeds. It can use main memory for refreshing the graphics and to do texture mapping, z-buffering and alpha blending. Other than the AGP complication, some chipsets are 128bit meaning that they can send and receive up to 128-bits per clock cycle. Unfortunately, 128bit chipsets are not neccessarily faster than 64bit ones.
    For more information, select a graphics chipset:

  • 3D/Fx Voodoo 2
  • S3 Savage 3D
  • nVIDIA RIVA TNT
  • Matrox Millennium/Mystique G200
  • Rendition V3300
  • PowerVR Second Generation
  • Permedia 3
  • ATI Rage 128

  • The ATi Rage 2

    A 2D and 3D video accelerator that is pin-compatible with the RAGE accelerator with double the 3D performance, improves 2D performance by 20%, supports MPEG2 video and increases DAC speed to 170MHz. Supports ATI Multimedia Channel (AMC) expansion modules. TV-out support is available through ATI's ImpacTV companion chip. Supports EDO and SGRAM memory. Features PCI version 2.1 with full bus mastering and scatter/gather support and Bi-endian support. Has a 48-level command FIFO and 32-bit wide memory-mapped registers. Programmable flat or paged memory model with linear frame buffer access, Triple 8-bit palette DAC with gamma correction. Pixel rates up to 170MHz or 200MHz (optional). Supports DRAM, EDO DRAM, SDRAM and SGRAM across a 64-bit interface. Has a complete 3D primitive support: points, lines, triangles and quadrilaterals and BLTs with Z compare. Comprehensive enhanced 3D feature set includes: Full screen or window double buffering, hidden surface removal using 16-bit Z-buffering, sub-pixel and sub-texel accuracy, 3D Gouraud shaded polygons, perspectively correct mip-mapped texturing with chroma-key support, bi- & tri-linear texture filtering , Direct3D texture lighting, alpha blending, fog, video textures and texture lighting and dithering support.


    The ATi Rage Pro

    Uses 133MHz AGP with sidebands and pipelining. Superior 3D performance achieved through a floating point setup engine rated at 1 million triangles/sec. 100 MHz SGRAM support for maximum 2D and 3D performance. A 230MHz DAC allows 85Hz refresh at 1600x1200 resolutions. Incorporates filtered sealing of 720 pixel wide DVD content with improved MPEG-2 motion compensation. Has a 128-level command FIFO, 32-bit wide memory-mapped registers, programmable flat or paged memory model with linear frame buffer access, triple 8-bit palette DAC with gamma correction and pixel rates up to 230MHz. Supports DRAM, EDO DRAM, SDRAM, and SGRAM at up to 100MHz memory clock providing bandwidths up to 800MB/sec across a 64-bit interface. Supports WRAM and 128-bit external DAC.


    - S3 868

    A 2D graphics accelerator.

    - S3 964

    64 bit 2D graphics accelerator that supports up to a maximum of 4MB VRAM.

    - S3 968

    64 bit 2D graphics accelerator that supports up to a maximum of 4MB VRAM. Has some limited 3D capabilities.

    - S3 Trio 32

    A 32bit, 2D only graphics accelerator that was used in budget desktops around 1995.

    - S3 Trio 64

    The S3 Trio64V is a 64bit DRAM- based, 2D only graphics accelerator used in budget desktops. It has an integrated 135MHz RAMDAC clock.

    - S3 Trio 64V+

    The S3 Trio64V+ delivers respectable video and graphics capabilities to the commercial and home desktop PC markets. It is a 64-bit, DRAM- based digital video-enabled integrated graphics and video accelerator with the capability to interface to live video and MPEG-1 peripherals such as S3's Scenic/MX2 MPEG decoder. It incorporates an enhanced version of the graphics core and high-performance 135 MHz true-color RAMDAC clock that is found in the Trio64 chip.

    - S3 Trio 64/V2

    The Trio64V2 takes advantage of hardware double buffering for seamless, tear-free video. It has better memory bandwidth management, faster memory access and higher memory clock support than the 64V+. The Trio64V2 enables higher refresh rates and larger resolutions by integrating a 170 MHz true-color RAMDAC. Support for resolutions and refresh rates of up to 1280x1024@85 Hz. Utilizes synchronous memory to provide more usable bandwidth at mainstream resolutions such as 1024x768x16bpp @ 85Hz.

    - S3 ViRGE

    Virtual Graphics Engine. 64bit, 2D + 3D

    The ViRGE 64-bit DRAM-based accelerator combines a 135MHz RAMDAC and clock synthesizer with the multimedia capabilities of S3's Trio64V+. Additionally, ViRGE is SVGA-compatible, so as to support legacy DOS applications and games, and provides high-performance 2D GUI acceleration support for resolutions up to 1280 x 1024 x 256 colors at 75Hz. Supports all major 3D APIs, including OpenGL, Microsoft's Direct3D and RealityLab, as well as Argonaut BRender and Criterion Renderware.

    - S3 ViRGE/VX

    Virtual Graphics Engine. 64bit, 2D + 3D

    The ViRGE/VX product offers all of the same features as the DRAM-based ViRGE, but supports VRAM and WindowsRAM (WRAM), and increases the integrated RAMDAC performance level to 220 MHz. Resolutions up to 1600x1200x16 million colors @ 75Hz are supported and higher memory bandwidth is enabled by the block write feature.

    - S3 ViRGE/DX and ViRGE/GX

    Virtual Graphics Engine. 64bit, 2D + 3D

    ViRGE/DX - DRAM support
    ViRGE/GX - SDRAM support

    Features are SmartFilter technology for higher performance and higher quality texture mapping; and a parallel processing perspective engine for increased throughput. When combined with the following ViRGE capabilities, the ViRGE DX/GX are designed to deliver software and hardware customers with the next level of 3D acceleration for gaming applications:

    1. MIP mapping and trilinear filtering to deliver images that are free of annoying visual artifacts such as "sparkle" and "jaggies."
    2. Transparency to enable realistic rendering of glass, water and plastic objects.
    3. Atmospheric effects such as fog and depth cueing to enable the rendering of real-world environments.
    4. Z-buffering to speed the removal of hidden surfaces for improved performance and visual quality.

    The ViRGE/DX and ViRGE/GX provide an easy upgrade path from S3's widely accepted ViRGE accelerator.

    - S3 ViRGE/GX2

    Virtual Graphics Engine. 64bit 2D + 3D

    The ViRGE/GX2 accelerator provides support for Intel's AGP standard. Has a full set of 3D rendering features including MIP mapping, trilinear filtering, transparency, atmospheric effects, Z-buffering, and perspective correction of textures.

    - S3 ViRGE/MX

    Virtual Graphics Engine. 64bit 2D + 3D

    A power saving version of the normal ViRGE that is used in laptops.

    - Tseng Lab ET6000

    The ET6000 combines 128-bit GUI accelerator, video image processor, integrated 135MHz clock and 24-bit LUT-DAC. Has enhanced video features and high performance Multibank DRAM support.

    - Tseng Lab ET6100

    ET6100 is an enhanced, pin-compatible version of the 128-bit ET6000 2D Graphics and Multimedia Engine. It features an integrated 175MHz VGA-compatible LUT-DAC and delivers increased display bandwidth.

    - Tseng Lab ET6300

    A 128bit chip similar to the ET6000 but with 3D support.


    The Rendition Veritie V1000

    A 2D and 3D accelerator.

    General 3D Features:

    Inverse Texture Mapping
    Local Texture Cache
    Perspective Correction
    Texture Compression; 4 Bit Indexed
    Sub-pixel/Sub-texel Accuracy
    Video as Texture
    Clipping
    Composite Textures
    Animated Textures
    Texture Lighting; Mono-free, RGB-1clk/pixel

    3D Performance:

    Fill Rate (Bilinear, persp. corr., no z) 28M pps
    Fill Rate (Bilinear, persp. corr., z) 18.66M pps
    Triangle Rate (25 pixel, no set-up) 596k tps
    Triangle Rate (25 pixel, full set-up) 224k tps
    Direct3D Acceleration

    Filtering:

    Point-sampling
    Bi-linear filtering

    Blending:
    Anti-aliasing
    Dithering
    Transparency
    Fogging (depth cueing) per vertex
    Chroma key, chroma range and arithmetic blending

    API Support


    The Rendition Veritie V2200

  • 500,000 high quality triangles per second (full setup)
  • Up to 2 million triangles per second using edge walk (partial set-up)
  • 50 million pixels per second fill rate (high quality pixels)
  • Single cycle rendering of 14 attribute Direct3D pixel
  • Over 215 M WMs 3D acceleration (3D WinBench'97)
  • More than 100 M WMs 2D acceleration (WinBench'97, w/o GDI-bypass)
  • 100 MHz SG/DRAM memory (up to 8 / 16 MB)
  • Complete on-chip triangle set-up
  • Asynchronous rendering with separate setup, triangle and pixel engines
  • Rich set of advanced 3D features:

    - True per-pixel perspective correction
    - Sub-pixel / sub-texel positioning accuracy
    - Flat and Gouraud shading
    - Z-buffering
    - Anti-aliasing
    - Comprehensive texture mapping support, including video textures
    - MIP-mapping
    - Bi-linear and tri-linear filtering
    - Support for texture animation, morphing and other special effects
    - Complete set of blending functions inc. alpha blending, fog, chroma-keying

  • Outstanding video features:

    - Motion compensation for MPEG-2 video playback
    - Video ports for digital video input and output
    - Programmable flicker-filter for TV output

  • Complete 2D acceleration support for VESA2.0 and VGA modes
  • Supports Intel's AGP interface and PCI bus
  • Asynchronous DMA support
  • 203 MHz RAMDAC; dual PLLs; on-chip 64 x 64 HW cursor
  • Windows®, Windows NT 4.0 Drivers
  • Speedy3D, Redline, DirectDraw/Direct3D, OpenGl support
  • DirectDraw/Direct3D
  • Rendition RRedline
  • OpenGL (under Windows NT)
  • RenderWare
    The 3D/Fx Voodoo

    A 3D only accelerator, this is what the computer industry has adopted as its "standard". 3D games are designed with this chipset in mind and demonstrations of new games at exhibitions are always performed on computers sporting cards based on this chipset. It has excellent acceleration speed.

    Features:

    Texture modulation -Provides diffuse lighting affects on a texture.
    Perspective-correct texture mapping - Makes distant objects appear clear.
    Z-buffering - Places objects where they belong in scenes.
    Level-of-detail MIP mapping - To eliminate texture aliasing ("sparkling").
    Bi-linear and advanced texture filtering - Eliminates pixelization ("Blockiness").
    Texture compositing and morphing - Eliminates "object popping".
    Animated textures - Provides the illusion of motion on a 3D surface. Cool visual effect!
    Anti-aliasing - Eliminates "jaggies".
    Gouraud shading - Provides specular and diffuse lighting effects.
    Sub-pixel correction - Improves image quality.
    Per-pixel alpha blending effects - Makes fog and glass look real.
    Industry-standard OS and APIs including Windows 95 DirectX3 including Direct3D, and Glide
    Simplifies game software support and development.
    Supports Glide under Windows NT 4.0


    The Oxygen Chipset

    Designed by Dynamic Pictures, Oxygen accelerates CAD/CAM software applications such as Solidworks, Pro/ENGINEER, SDRC I-DEAS and Unigraphics. Using a scalable architecture, the Oxygen can have one, two or four graphics processors operating in parallel.

    Features:

  • OpenGL and Heidi acceleration
  • Gouraud shading
  • Double buffering
  • Perspective-correct texture mapping
  • Support for 8, 16 and 32-bit pixels (256/65,536/16.7M colors)
  • Z-buffer for hidden line and surface removal
  • Anti-aliasing of points, lines, polygons and full scenes
  • Atmospheric effects (i.e. fog, smoke)
  • Alpha blending
  • Scissor and stipple masking
  • Resolutions from 640x480 through 1600x1200
  • Refresh rates from 60Hz to 75Hz
  • Support for Intel and Alpha platforms
  • Alpha buffer and overlay planes
  • Stereo 3D support
  • Dithering
  • Transparency
  • Optimized 2D graphics
  • On-board VGA
  • Requires one available PCI slot
  • Windows NT and Windows 95* compatible
  • Dual screen support

    nVIDA RIVA 128

    The Real-time Interactive Video and Animation accelerator (RIVA) uses a vertex cache to maximize triangle rates over the system bus (doubles the maximum possible triangle rate).

    Features:

  • 3.5 million transistors
  • 12 KB on chip memory
  • 20 billion operations per second
  • 128-bit pipeline and memory interface
  • 32-bit hardware VGA core for all VGA and SVGA modes
  • 100 MHz CLK speed
  • 100 MHz SGRAM interface - 1.6 gbytes/sec bandwidth
  • 230MHz integrated RAMDAC
  • NTSC/PAL output
  • 100% hardware triangle setup-peak: 5M triangles/sec avg, 1.5M triangles/sec
  • Massive array of pixel processing units - 100M pixels/sec
  • 5 GFLOPS Floating Point setup engine
  • 15 BOPS Integer pixel engine

  • Full 3D feature set:

    - Perspective Correct Texturing
    - Filtering
    - Lighting
    - Alpha
    - Z-buffer
    - MIP mapping
  • Texture storage in main memory for both PCI and AGP

    3D Labs Glint MX

    Scalable Architecture allows for 2,4 or 8 devices.

    3D Performance:

    - 1M triangles/sec, 25 pixel, Gouraud, Z
    - 33M pixels/sec, Gouraud, Z
    - 2M vectors/sec, 10 pixel, Z
    - 33M bilinear filtered, per-pixel mip-mapped texture mapped pixels/sec
    - 16.5 M trilinear filtered, per pixel mip-mapped texture mapped pixels/sec

    2D Performance:

    - 4 Gbytes/sec pixel fill using 8 column VRAM block fills
    - 2M 10 pixel vectors/sec
    - 118M bytes/sec screen to screen copy

    Features:

    - Gouraud & flat shading
    - Sub-pixel correct primitives/textures
    - 32-bit Z-buffer (also 0, 16 and 24-bit)
    - Fog
    - Alpha blending
    - Retained alpha buffer (8-bit)
    - Specular lighting
    - Stencil buffer (8-bit)
    - Anti-aliasing (4x4 and 8x8)
    - Overlays (8-bit)
    - Ordered dithering
    - LogicOps
    - Graphics IDs
    - Per pixel mip-mapping
    - Trilinear and bilinear filtering
    - Per pixel perspective correction
    - 32-bit RGBA textures
    - 8-bit palletized textures
    - 48 Mbytes addressable local textures
    - On-chip texture cache

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    Last modified on August 8, 1997