Specifications
Equipped
with two VSA-100 chips running in SLI (Scan Line Interleaving),
this card is capable of twice the performance of the Voodoo
3. Both processors divide the 64MB of on-board SDRAM equally
among themselves with each processor getting its own 32MB chunk.
The downside to this method is that textures have to be copied
to each chip's memory bank, so effectively this card is only
32MB.
The
V5 5500 PCI's specs are almost exactly the same as the AGP version's:
- Integrated
256-bit 3D/2D
- 32
MB SDRAM per chip (64MB Total)
- 166MHz/166MHz
core/memory clock
- 5.3GB/s
Memory Bandwidth
- 350MHz
RAMDAC
- 667
Mpixels/s fill rate
- .25
micron (enhanced) manufacturing process
- Dual
pixel pipeline
- 32-bit
rendering
- 2Kx2K
maximum texture size support
- Single-cycle
trilinear mipmapping
- Up
to 24-bit floating point depth buffer (Z and W)
- 8-bit
stencil buffer
- 2X
and 4X full-scene hardware anti-aliasing
- DirectX
texture compression and 3dfx FXT1 texture compression
- T-buffer
technology
- Depth-of-field
blur
- Motion
blur
Real-Time
FSAA in a nut shell
The
most notable (and most useful in today's games) T-Buffer feature
of the Voodoo4/5 series is its ability to do full scene spatial
anti-aliasing. Full Scene Anti-Aliasing helps to eliminate the
"jaggies" that plague all 3D games, especially those played
at lower resolutions. 3dfx accomplishes this by basically rendering
the image two to four times (at slightly different/offset positions
than before), which effectively eliminates the "jaggies", pixel
popping, and texture shimmering anomalies. 3dfx's implementation
is great because it works with virtually all games, past, present,
and future. 3dfx's implementation also looks the best compared
to its competition's (manly Nvidia and ATI) FSAA offerings.
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