The Pixel Tapestry Architecture, Continued
Table of content:
The Pixel Tapestry Architecture, Continued
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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:


- Previous page C - The Pixel Tapestry Architecture
- Next page 3D - Textures
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The Miscellaneous Articles and reviews
- Overclocking AMD's Socket Processors
- Tom's Blurb: Overclocking AMD's Socket A Processors
- The Heat is On: PC Expo in New York
- 3D Benchmarking - Understanding Frame Rate Scores
- Full Review of NVIDIA's GeForce2 MX
- Overclocking AMD's Thunderbird and Duron Processor
- The Need for Speed: Embedded Processor Forum in San Jose
- Computex 2000 Part 3: Final Words
- Computex 2000 Part 2: Tom's View
- Athlon Thunderbirds Made In Germany: AMD's Fab 30 in Dresden
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