8 GFLOPS
Fixed-function hardware transform and lighting (T&L), 20+ million polygons in-game[15]
648 megapixels/second (162 MHz × 4 pipelines), 648 megatexels/second (648 MP × 1 texture unit) (peak)
Peak triangle performance: 20,250,000 32-pixel triangles/s raw and with 1 texture and lit
337,500 triangles a frame at 60 FPS
675,000 triangles a frame at 30 FPS
20M/27M/32M polygons/second peak, depending on feature selection.
1 vertex color + 1 light + 1 texture - 20M polygons/sec
no vertex color + 1 texture - 26.4M polygons/sec
1 vertex color + no texture (gouraud shading) - 32M polygons/sec
浮点运算能力:10.5 GFLOPS(峰值,MPU、几何引擎与硬件光照的总和)
实际多边形表现能力:600万到1200万多边形/秒(峰值);顯示能力與實際遊戲中的模型複雜度、纹理、光照等等有關
任天堂Cube:不详,大约每秒可处理6百万至1千200百万个多边形(此数值已经将图像所包含的纹理资料计算在内),或者更多一些
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