MP-GeForce2 MX TV/Out

NVIDIA GeForce2 MX Single-Chip GPU.

AGP 4X/2X interface with Fast Writes support.

2nd Generation Transform and Lighting architecture.

TV-out feature for NTSC/PAL TV system.

Support TwinView Display Function.

20 Million Triangles/sec.

700M texel fill rate.

2.8GB/sec Memory Bandwidth.

32MB memory size with 166MHz memory clock.

350MHz high speed RAMDAC.

Optimized Direct3D and OpenGL acceleration.

Supports Motion compensation for full speed DVD video playback.

Support Upto 2048x1536x16bpp 75Hz (32bpp 60Hz).

 

MP-GeForce2 MX TV/Out Specification
  Specification
Chipset NVIDIA GeForce2 MX
System Requirements AGP 4x/2x Interface.
Graphics Controller - 2D/3D 256-bit Graphics Accelerator.
- Support 3D, 2D and Motion Video.
- Display resolution upto 2048 x 1536 75Hz.
Integrated TV Output - Using BT868 TV encoder.
- MAX Resolution in TV output - 800x600 true color.
- S-Video outputs allow direct connection to NTSC/PAL TV monitors.
- 3-line flicker filter ensures stable display on NTSC/PAL TV.
- Underscan compensation for VGA output TV.
TwinView Display Support
- One analog flat panel one TV.
- One RGB monitor and one TV.
Software DVD Playback - Supports Motion compensation for full speed DVD video playback.
- Ensures full frame-rate video(30fps)and high-quality audio of DVD content on PCs.
Operating Systems Supported - Windows95 / 98 / 98SE / NT4 / 2000
- OpenGL ICD.
- DirectDraw, DirectX, Direct3D.
Display Support - Register Compatible With VGA.
- BIOS Compatible With VESA Super VGA.
- DDC1/2b/2b+ Monitor Support.
- VESA DPMS Support.
- Separate Horizontal And Vertical SYNC At TTL Levels.
Memory Configurations 32MB SDRAM with 166MHz memory clock.
Advanced 3D Features - Integrated second-generation Transform and Lighting.
- Two independent pixel pipelines.
- 4 texels per clock
- 700-Mtexel fill rate
- 20 Mtriangles/sec setup
- Hardware Anti-aliasing.
- 32-bit Color, with 32-bit Z/stencil buffer.
- High Quality texure filtering, including Anisotropic
- Advanced per-pixed, perspective-correct texturing and shading.
    * Per-pixel dot product 3 bump mapping
    * Per-pixel lighting and shading
    * Cube environment mapping
    * Projective textures
    * Multi-texture and multi-pass
    * BRDF Support : Bi-Directional Reflectance Distribution Functions
    * Texture modulation
    * Light maps
    * Reflection maps
    * Procedural textures
    * DX7 texture compression (DXTC , S3TC)
- Fog and Depth Cueing
    * Radial or linear
    * Per-vertex or per-pixel

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