MP-GeForce2 Ultra

MP-GeForce2 Ultra 64MB

NVIDIA GeForce2 Ultra 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.

31 Million Triangles/sec.

2.0 GigaTexel fill rate.

7.4GB/sec Memory Bandwidth.

64MB DDR SDRAM with a memory cycle of 460 MHz

350MHz high speed RAMDAC.

Optimized Direct3D and OpenGL acceleration.

Supports Motion compensation for full speed DVD video playback.

Support Upto 2048x1536x16bpp 60Hz.

 

MP-GeForce2 Ultra Specification
  Specification
Chipset NVIDIA GeForce2 Ultra, processor speed 250MHz
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 60Hz.
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.
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 / ME / 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 64MB DDR SDRAM, 460MHz effective memory cycle
Advanced 3D Features - Integrated second-generation Transform and Lighting.
- Two independent pixel pipelines.
- 8 texels per clock
- 2.0 Gigatexel fill rate
- 31 Million triangles/sec setup
- 7.4GB/sec Memory Bandwidth
- High Performance 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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