ATi Radeon 8500

ATi's R200 GPU

GPU

Als ATi im August 2001 ihren neuen Chip vorstellten, gabes lediglich zwei Tests, bei Anandtechund Tom's Hardware. Diese wurden allerdings mit Vorserienboards durchgeführt,welche zudem kein Smoothvision unterstützten. Diese Tests wurden dannvon NVIDIA mit neuen Treibern beantwortet. Erst vor wenigen Wochen konntenman endlich fertige Treiber von ATi bekommen, welche Smoothvision (ATi's FSAA) nutzbar machen. Mit seinen 60 Mio. Transistoren hat ATi zur Zeit den modernsten GPU. Der Pixel Shader des R200 ist leistungsfähiger als der des NV20. Zudem können mittels HydraVision mehrere Bildschirme (Flat Screen, TV, CRT Monitor) angeschlossen werden, was NVIDIA bisher nur beider GeForce 2 MX anbietet. MPEG2 Decodierung (iDCT) ist beim R200 ebenfalls schon enthalten.

Technische Daten im Überblick:


NVIDIA GeForce2
(GTS / PRO / ULTRA)
NVIDIA GeForce3
NVIDIA GeForce 3 Ti 200 / 500
ATi Radeon 8500 ATi Radeon 7500
Pixel-
Pipelines
4
44
4 2
Textureneinheiten
(pro Pipeline)
2
22
2 3
Busbreite intern (Bit)
256
256
256
256
256
max. Texturen pro Pixel
2
4 4
6 3
Chiptakt (MHz) 200 / 200 / 250
200175 / 240
275  290
theo. max. Füllrate
(GPixel/Sec)
0,8 / 0,8 / 1 0,80,7 / 0,96
1,1  0,58
theo. max. Füllrate
(GTexel/Sec)
1,6 / 1,6 / 2 1,6 1,4 / 1,92
2,2  1,74
Speicherinterface (Bit) 128 DDR
128 DDR128 DDR
128 DDR (1) 128 DDR
(2)64 DDR
(3) 128SDR
Speichertakt (MHz) 166/200/230
230200 / 250
275  230
Speicherbandbreite
(GB/Sec)
5,31 / 6,4 / 7,36
7,36 6,4 / 8
8,8 (1) 7,36
(2) 3,68
(3) 3,68
Texelbandbreite
(Bytes / Texel)
3,32 / 4 / 3,68
4,6 4,57 / 4,17
4,4 (1) 4,02
(2) 2,11
(3)2,11
Pixelbandbreite
(Bytes / Pixel)
6,64 / 8 / 7,36
9,2 9,14 / 8,33
8,8 (1) 12,69
(2) 6,34
(3) 6,34
Speichergrößen (MB) 32 / 64
64 64
64 / 128 16 / 32 / 64
DirectX Version (Pixel Shader)
DX 7
DX 8 (1.1) DX 8 (1.1)
DX 8.1 (1.4) DX 7
TnL Einheit
ja
ja
ja
ja
ja
64 Bit Farbtiefe
nein
nein
nein
nein
nein
VertexShader
Einheiten
nein
11 1 nein
TruForm
Einheit
nein
neinnein
ja nein
Bandbreiten
Features
TexturekompressionTexturekompression,
Lightspeed Architektur
Texturekompression,
Lightspeed Architektur
Texturekompression,
HyperZ II
Texturekompression,
HyperZ
FSAA
Arten
Standard
Standard,
Quincunx
Standard,
Quincunx
adaptives FSAA Standard
HydraVision/
TwinView/DualHead
nein
neinnein
ja ja
Produkt
Samples
-
- - - -
Produktions
Beginn
-
- - - -

So wird in der Tabelle gerechnet:
  • GB/s = (275 Mhz 2(DDR) 128 Bit / 8 Bit) / 1000 = 8,8 GB/s -> NVIDIA's Weg der grössten Zahlen
  • so nicht: GB/s = (275 Mhz 2(DDR) 128 Bit / 8 Bit) / 1024 = 8,59GB/s
  • so auch nicht: GB/s = (275000000 Mhz 2(DDR) 128 Bit /8 Bit)/ (102410241024) = 8,19 GB/s
Neue Features:
  • Smartshader (DirectX 8 / 8.1 Vertex & Pixel Shader)
  • HyperZ II
  • Truform ( N-Patches )
  • Smoothvision (Anti-Aliasing)
  • verbessertes Anisotropisches Filtern
  • 3D-Texturen
  • DirectX 8.1 fähig (Pixel Shader bis Version 1.4)
  • TV-Out mit 1024x768
  • 6 Texturen pro Durchlauf (GeForce 3 macht nur 4 Texturen pro Durchlauf)
  • DVD Wiedergabe mit iDCT & Bewegungskompensation (Entlastungder CPU)

Die auffälligste Neuerung ist der DirectX 8.1 Support. Die Pixel Shader der Version 1.4 sind wesentlich leistungsfähiger als die der Version 1.1, welche vom GeForce 3 unterstützt werden. Mit 275 MhzGPU und Speichertakt laufen GPU & Speicher der Radeon 8500 (Retail- OEM nur 250/250) um 35 Mhz bzw. 25 Mhz schneller als der GPU und derSpeicher der Ti 500.


Smartshader (Vertex & Pixel Shader)

Mit Smartshader bezeichnet ATi seine Vertex & Pixel Shader Einheit. Hinter dem Vertex Shader verbirgt sich eine neue Form der T&L Engine. T&L warbis DirectX 7 immer fest - sprich Vertexdaten gehen durch die T&L Engine, werden dort transformiert und evtl. beleuchtet,jedochhat der Programmiererdanach keine (jedenfalls keine vernünftige) Einflußmöglichkeitmehr auf die Vertexdaten. Mit einerprogrammierbarenT&L Einheit ist dieses Limit beseitigt. Jetzt kannman die Vertexdatenmittels kleiner Vertexprogramme verändern,womit Bewegungsabläufeoder ähnliches vom GPU berechnet werdenkönnen. Zusätzlichkann ATi's R200 mittels Truform Technik neueVertexdaten erzeugen, die nichtextra über den AGP-Bus müssen,sondern GPU intern erzeugt und verarbeitet werden. Die DirectX 8 BezeichnungVertex Shader ist allerdings etwas irreführend, denn bei der programmierbarenT&L Einheit wird nichts schattiert. Vertex Prozessor kommt der Aufgabeschon näher.

Vertex Shader

Der Pixel Shader kümmert sich hingegen nicht um Vertexdatensondern um die Pixel selbst. Mit ihnen können verschiedene OperationenproPixel ausgeführt werden, wie z.B. Bump-Mapping, Environment-Mapping und viele weitere. Wie unten zu sehen ist, sind die Pixel Shader der Version 1.4 leistungsfähiger, als die, der Version 1.1 (GeForce 3). Mit DirectX 9 werden die Pixel Shader weiter an Leistungsfähigkeit gewinnen. Weitere Details dazu  gibts hier.

Pixel Shader

DirectX 8 Features (der Vollständigkeit wegen alles!)

HAL - GeForce 3 (Det. 23.11) HAL - Radeon 8500 (6.13.10.6003)
Caps Caps
DeviceType 1 DeviceType 1
AdapterOrdinal 0 AdapterOrdinal 0
MaxTextureWidth4.096 MaxTextureWidth2.048
MaxTextureHeight 4.096 MaxTextureHeight 2.048
MaxVolumeExtent512 MaxVolumeExtent256
MaxTextureRepeat 8.192 MaxTextureRepeat 2.048
MaxTextureAspectRatio 0 MaxTextureAspectRatio 2.048
MaxAnisotropy 8 MaxAnisotropy 16
MaxVertexW 1E+010 MaxVertexW 1E+010
GuardBandLeft -1E+008 GuardBandLeft 0
GuardBandTop-1E+008 GuardBandTop0
GuardBandRight 1E+008 GuardBandRight 0
GuardBandBottom1E+008 GuardBandBottom0
ExtentsAdjust 0 ExtentsAdjust 0
MaxTextureBlendStages 8 MaxTextureBlendStages 8
MaxSimultaneousTextures 4 MaxSimultaneousTextures 6
MaxActiveLights8 MaxActiveLights8
MaxUserClipPlanes 0 MaxUserClipPlanes 6
MaxVertexBlendMatrices4 MaxVertexBlendMatrices4
MaxVertexBlendMatrixIndex0 MaxVertexBlendMatrixIndex57
MaxPointSize64 MaxPointSize256
MaxPrimitiveCount 1.048.575 MaxPrimitiveCount 65.535
MaxVertexIndex 1.048.575 MaxVertexIndex 16.777.215
MaxStreams 16 MaxStreams 8
MaxStreamStride256 MaxStreamStride1.024
VertexShaderVersion1.1 VertexShaderVersion1.1
MaxVertexShaderConst 96 MaxVertexShaderConst 192
PixelShaderVersion1.1 PixelShaderVersion1.4
MaxPixelShaderValue1 MaxPixelShaderValue8
Caps Caps
D3DCAPS_READ_SCANLINE Yes D3DCAPS_READ_SCANLINE Yes
Caps2 Caps2
D3DCAPS2_CANRENDERWINDOWED Yes D3DCAPS2_CANRENDERWINDOWED Yes
D3DCAPS2_FULLSCREENGAMMA Yes D3DCAPS2_FULLSCREENGAMMA Yes
Caps3 Caps3
PresentationIntervals PresentationIntervals
D3DPRESENT_INTERVAL_ONE Yes D3DPRESENT_INTERVAL_ONE Yes
D3DPRESENT_INTERVAL_TWO Yes D3DPRESENT_INTERVAL_IMMEDIATE Yes
D3DPRESENT_INTERVAL_THREEYes CursorCaps
D3DPRESENT_INTERVAL_FOUR Yes DevCaps
D3DPRESENT_INTERVAL_IMMEDIATE Yes D3DDEVCAPS_EXECUTESYSTEMMEMORY Yes
CursorCaps D3DDEVCAPS_EXECUTEVIDEOMEMORY Yes
D3DCURSORCAPS_COLORYes D3DDEVCAPS_TLVERTEXSYSTEMMEMORYYes
DevCaps D3DDEVCAPS_TLVERTEXVIDEOMEMORY Yes
D3DDEVCAPS_EXECUTESYSTEMMEMORY Yes D3DDEVCAPS_TEXTUREVIDEOMEMORY Yes
D3DDEVCAPS_EXECUTEVIDEOMEMORY Yes D3DDEVCAPS_DRAWPRIMTLVERTEX Yes
D3DDEVCAPS_TLVERTEXSYSTEMMEMORYYes D3DDEVCAPS_CANRENDERAFTERFLIP Yes
D3DDEVCAPS_TLVERTEXVIDEOMEMORY Yes D3DDEVCAPS_TEXTURENONLOCALVIDMEM Yes
D3DDEVCAPS_TEXTUREVIDEOMEMORY Yes D3DDEVCAPS_DRAWPRIMITIVES2 Yes
D3DDEVCAPS_DRAWPRIMTLVERTEX Yes D3DDEVCAPS_DRAWPRIMITIVES2EXYes
D3DDEVCAPS_CANRENDERAFTERFLIP Yes D3DDEVCAPS_HWTRANSFORMANDLIGHT Yes
D3DDEVCAPS_TEXTURENONLOCALVIDMEM Yes D3DDEVCAPS_CANBLTSYSTONONLOCAL Yes
D3DDEVCAPS_DRAWPRIMITIVES2 Yes D3DDEVCAPS_HWRASTERIZATION Yes
D3DDEVCAPS_DRAWPRIMITIVES2EXYes D3DDEVCAPS_PUREDEVICE Yes
D3DDEVCAPS_HWTRANSFORMANDLIGHT Yes D3DDEVCAPS_NPATCHESYes
D3DDEVCAPS_CANBLTSYSTONONLOCAL Yes PrimitiveMiscCaps
D3DDEVCAPS_HWRASTERIZATION Yes D3DPMISCCAPS_MASKZ Yes
D3DDEVCAPS_PUREDEVICE Yes D3DPMISCCAPS_LINEPATTERNREP Yes
PrimitiveMiscCaps D3DPMISCCAPS_CULLNONE Yes
D3DPMISCCAPS_MASKZ Yes D3DPMISCCAPS_CULLCWYes
D3DPMISCCAPS_CULLNONE Yes D3DPMISCCAPS_CULLCCW Yes
D3DPMISCCAPS_CULLCWYes D3DPMISCCAPS_COLORWRITEENABLE Yes
D3DPMISCCAPS_CULLCCW Yes D3DPMISCCAPS_CLIPPLANESCALEDPOINTSYes
D3DPMISCCAPS_COLORWRITEENABLE Yes D3DPMISCCAPS_TSSARGTEMP Yes
D3DPMISCCAPS_TSSARGTEMP Yes D3DPMISCCAPS_BLENDOP Yes
D3DPMISCCAPS_BLENDOP Yes RasterCaps
RasterCaps D3DPRASTERCAPS_DITHER Yes
D3DPRASTERCAPS_DITHER Yes D3DPRASTERCAPS_PAT Yes
D3DPRASTERCAPS_FOGVERTEX Yes D3DPRASTERCAPS_ZTEST Yes
D3DPRASTERCAPS_FOGTABLE Yes D3DPRASTERCAPS_FOGVERTEX Yes
D3DPRASTERCAPS_ANTIALIASEDGES Yes D3DPRASTERCAPS_FOGTABLE Yes
D3DPRASTERCAPS_MIPMAPLODBIASYes D3DPRASTERCAPS_ANTIALIASEDGES Yes
D3DPRASTERCAPS_ZBIAS Yes D3DPRASTERCAPS_MIPMAPLODBIASYes
D3DPRASTERCAPS_FOGRANGE Yes D3DPRASTERCAPS_ZBIAS Yes
D3DPRASTERCAPS_ANISOTROPYYes D3DPRASTERCAPS_FOGRANGE Yes
D3DPRASTERCAPS_WBUFFERYes D3DPRASTERCAPS_ANISOTROPYYes
D3DPRASTERCAPS_WFOGYes D3DPRASTERCAPS_WBUFFERYes
D3DPRASTERCAPS_ZFOGYes D3DPRASTERCAPS_WFOGYes
D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE Yes D3DPRASTERCAPS_ZFOGYes
ZCmpCaps D3DPRASTERCAPS_COLORPERSPECTIVEYes
D3DPCMPCAPS_NEVER Yes D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE Yes
D3DPCMPCAPS_LESSYes ZCmpCaps
D3DPCMPCAPS_EQUAL Yes D3DPCMPCAPS_NEVER Yes
D3DPCMPCAPS_LESSEQUAL Yes D3DPCMPCAPS_LESSYes
D3DPCMPCAPS_GREATERYes D3DPCMPCAPS_EQUAL Yes
D3DPCMPCAPS_NOTEQUAL Yes D3DPCMPCAPS_LESSEQUAL Yes
D3DPCMPCAPS_GREATEREQUAL Yes D3DPCMPCAPS_GREATERYes
D3DPCMPCAPS_ALWAYS Yes D3DPCMPCAPS_NOTEQUAL Yes
SrcBlendCaps D3DPCMPCAPS_GREATEREQUAL Yes
D3DPBLENDCAPS_ZERO Yes D3DPCMPCAPS_ALWAYS Yes
D3DPBLENDCAPS_ONE Yes SrcBlendCaps
D3DPBLENDCAPS_SRCCOLORYes D3DPBLENDCAPS_ZERO Yes
D3DPBLENDCAPS_INVSRCCOLORYes D3DPBLENDCAPS_ONE Yes
D3DPBLENDCAPS_SRCALPHAYes D3DPBLENDCAPS_SRCCOLORYes
D3DPBLENDCAPS_INVSRCALPHAYes D3DPBLENDCAPS_INVSRCCOLORYes
D3DPBLENDCAPS_DESTALPHA Yes D3DPBLENDCAPS_SRCALPHAYes
D3DPBLENDCAPS_INVDESTALPHA Yes D3DPBLENDCAPS_INVSRCALPHAYes
D3DPBLENDCAPS_DESTCOLOR Yes D3DPBLENDCAPS_DESTALPHA Yes
D3DPBLENDCAPS_INVDESTCOLOR Yes D3DPBLENDCAPS_INVDESTALPHA Yes
D3DPBLENDCAPS_SRCALPHASATYes D3DPBLENDCAPS_DESTCOLOR Yes
D3DPBLENDCAPS_BOTHSRCALPHA Yes D3DPBLENDCAPS_INVDESTCOLOR Yes
D3DPBLENDCAPS_BOTHINVSRCALPHA Yes D3DPBLENDCAPS_SRCALPHASATYes
DestBlendCaps D3DPBLENDCAPS_BOTHSRCALPHA Yes
D3DPBLENDCAPS_ZERO Yes D3DPBLENDCAPS_BOTHINVSRCALPHA Yes
D3DPBLENDCAPS_ONE Yes DestBlendCaps
D3DPBLENDCAPS_SRCCOLORYes D3DPBLENDCAPS_ZERO Yes
D3DPBLENDCAPS_INVSRCCOLORYes D3DPBLENDCAPS_ONE Yes
D3DPBLENDCAPS_SRCALPHAYes D3DPBLENDCAPS_SRCCOLORYes
D3DPBLENDCAPS_INVSRCALPHAYes D3DPBLENDCAPS_INVSRCCOLORYes
D3DPBLENDCAPS_DESTALPHA Yes D3DPBLENDCAPS_SRCALPHAYes
D3DPBLENDCAPS_INVDESTALPHA Yes D3DPBLENDCAPS_INVSRCALPHAYes
D3DPBLENDCAPS_DESTCOLOR Yes D3DPBLENDCAPS_DESTALPHA Yes
D3DPBLENDCAPS_INVDESTCOLOR Yes D3DPBLENDCAPS_INVDESTALPHA Yes
D3DPBLENDCAPS_SRCALPHASATYes D3DPBLENDCAPS_DESTCOLOR Yes
D3DPBLENDCAPS_BOTHSRCALPHA Yes D3DPBLENDCAPS_INVDESTCOLOR Yes
D3DPBLENDCAPS_BOTHINVSRCALPHA Yes D3DPBLENDCAPS_BOTHSRCALPHA Yes
AlphaCmpCaps D3DPBLENDCAPS_BOTHINVSRCALPHA Yes
D3DPCMPCAPS_NEVER Yes AlphaCmpCaps
D3DPCMPCAPS_LESSYes D3DPCMPCAPS_NEVER Yes
D3DPCMPCAPS_EQUAL Yes D3DPCMPCAPS_LESSYes
D3DPCMPCAPS_LESSEQUAL Yes D3DPCMPCAPS_EQUAL Yes
D3DPCMPCAPS_GREATERYes D3DPCMPCAPS_LESSEQUAL Yes
D3DPCMPCAPS_NOTEQUAL Yes D3DPCMPCAPS_GREATERYes
D3DPCMPCAPS_GREATEREQUAL Yes D3DPCMPCAPS_NOTEQUAL Yes
D3DPCMPCAPS_ALWAYS Yes D3DPCMPCAPS_GREATEREQUAL Yes
ShadeCaps D3DPCMPCAPS_ALWAYS Yes
D3DPSHADECAPS_COLORGOURAUDRGB Yes ShadeCaps
D3DPSHADECAPS_SPECULARGOURAUDRGB Yes D3DPSHADECAPS_COLORGOURAUDRGB Yes
D3DPSHADECAPS_ALPHAGOURAUDBLENDYes D3DPSHADECAPS_SPECULARGOURAUDRGB Yes
D3DPSHADECAPS_FOGGOURAUD Yes D3DPSHADECAPS_ALPHAGOURAUDBLENDYes
TextureCaps D3DPSHADECAPS_FOGGOURAUD Yes
D3DPTEXTURECAPS_PERSPECTIVE Yes TextureCaps
D3DPTEXTURECAPS_POW2 Yes D3DPTEXTURECAPS_PERSPECTIVE Yes
D3DPTEXTURECAPS_ALPHA Yes D3DPTEXTURECAPS_POW2 Yes
D3DPTEXTURECAPS_ALPHAPALETTEYes D3DPTEXTURECAPS_ALPHA Yes
D3DPTEXTURECAPS_NONPOW2CONDITIONALYes D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZEYes
D3DPTEXTURECAPS_PROJECTEDYes D3DPTEXTURECAPS_NONPOW2CONDITIONALYes
D3DPTEXTURECAPS_CUBEMAP Yes D3DPTEXTURECAPS_PROJECTEDYes
D3DPTEXTURECAPS_VOLUMEMAPYes D3DPTEXTURECAPS_CUBEMAP Yes
D3DPTEXTURECAPS_MIPMAPYes D3DPTEXTURECAPS_VOLUMEMAPYes
D3DPTEXTURECAPS_MIPVOLUMEMAPYes D3DPTEXTURECAPS_MIPMAPYes
D3DPTEXTURECAPS_MIPCUBEMAP Yes D3DPTEXTURECAPS_CUBEMAP_POW2Yes
D3DPTEXTURECAPS_CUBEMAP_POW2Yes D3DPTEXTURECAPS_VOLUMEMAP_POW2 Yes
D3DPTEXTURECAPS_VOLUMEMAP_POW2 Yes TextureFilterCaps
TextureFilterCaps D3DPTFILTERCAPS_MINFPOINTYes
D3DPTFILTERCAPS_MINFPOINTYes D3DPTFILTERCAPS_MINFLINEAR Yes
D3DPTFILTERCAPS_MINFLINEAR Yes D3DPTFILTERCAPS_MINFANISOTROPICYes
D3DPTFILTERCAPS_MINFANISOTROPICYes D3DPTFILTERCAPS_MIPFPOINTYes
D3DPTFILTERCAPS_MIPFPOINTYes D3DPTFILTERCAPS_MIPFLINEAR Yes
D3DPTFILTERCAPS_MIPFLINEAR Yes D3DPTFILTERCAPS_MAGFPOINTYes
D3DPTFILTERCAPS_MAGFPOINTYes D3DPTFILTERCAPS_MAGFLINEAR Yes
D3DPTFILTERCAPS_MAGFLINEAR Yes D3DPTFILTERCAPS_MAGFANISOTROPICYes
CubeTextureFilterCaps CubeTextureFilterCaps
D3DPTFILTERCAPS_MINFPOINTYes D3DPTFILTERCAPS_MINFPOINTYes
D3DPTFILTERCAPS_MINFLINEAR Yes D3DPTFILTERCAPS_MINFLINEAR Yes
D3DPTFILTERCAPS_MINFANISOTROPICYes D3DPTFILTERCAPS_MAGFPOINTYes
D3DPTFILTERCAPS_MIPFPOINTYes D3DPTFILTERCAPS_MAGFLINEAR Yes
D3DPTFILTERCAPS_MIPFLINEAR Yes VolumeTextureFilterCaps
D3DPTFILTERCAPS_MAGFPOINTYes D3DPTFILTERCAPS_MINFPOINTYes
D3DPTFILTERCAPS_MAGFLINEAR Yes D3DPTFILTERCAPS_MINFLINEAR Yes
VolumeTextureFilterCaps D3DPTFILTERCAPS_MAGFPOINTYes
D3DPTFILTERCAPS_MINFPOINTYes D3DPTFILTERCAPS_MAGFLINEAR Yes
D3DPTFILTERCAPS_MINFLINEAR Yes TextureAddressCaps
D3DPTFILTERCAPS_MINFANISOTROPICYes D3DPTADDRESSCAPS_WRAP Yes
D3DPTFILTERCAPS_MIPFPOINTYes D3DPTADDRESSCAPS_MIRROR Yes
D3DPTFILTERCAPS_MIPFLINEAR Yes D3DPTADDRESSCAPS_CLAMPYes
D3DPTFILTERCAPS_MAGFPOINTYes D3DPTADDRESSCAPS_BORDER Yes
TextureAddressCaps D3DPTADDRESSCAPS_INDEPENDENTUV Yes
D3DPTADDRESSCAPS_WRAP Yes D3DPTADDRESSCAPS_MIRRORONCE Yes
D3DPTADDRESSCAPS_MIRROR Yes VolumeTextureAddressCaps
D3DPTADDRESSCAPS_CLAMPYes D3DPTADDRESSCAPS_WRAP Yes
D3DPTADDRESSCAPS_BORDER Yes D3DPTADDRESSCAPS_MIRROR Yes
D3DPTADDRESSCAPS_INDEPENDENTUV Yes D3DPTADDRESSCAPS_CLAMPYes
VolumeTextureAddressCaps D3DPTADDRESSCAPS_INDEPENDENTUV Yes
D3DPTADDRESSCAPS_WRAP Yes D3DPTADDRESSCAPS_MIRRORONCE Yes
D3DPTADDRESSCAPS_MIRROR Yes LineCaps
D3DPTADDRESSCAPS_CLAMPYes D3DLINECAPS_TEXTUREYes
D3DPTADDRESSCAPS_BORDER Yes D3DLINECAPS_ZTEST Yes
D3DPTADDRESSCAPS_INDEPENDENTUV Yes D3DLINECAPS_BLEND Yes
LineCaps D3DLINECAPS_ALPHACMP Yes
D3DLINECAPS_TEXTUREYes D3DLINECAPS_FOGYes
D3DLINECAPS_ZTEST Yes StencilCaps
D3DLINECAPS_BLEND Yes D3DSTENCILCAPS_KEEPYes
D3DLINECAPS_ALPHACMP Yes D3DSTENCILCAPS_ZEROYes
D3DLINECAPS_FOGYes D3DSTENCILCAPS_REPLACEYes
StencilCaps D3DSTENCILCAPS_INCRSATYes
D3DSTENCILCAPS_KEEPYes D3DSTENCILCAPS_DECRSATYes
D3DSTENCILCAPS_ZEROYes D3DSTENCILCAPS_INVERT Yes
D3DSTENCILCAPS_REPLACEYes D3DSTENCILCAPS_INCRYes
D3DSTENCILCAPS_INCRSATYes D3DSTENCILCAPS_DECRYes
D3DSTENCILCAPS_DECRSATYes FVFCaps
D3DSTENCILCAPS_INVERT Yes FVFCaps & D3DFVFCAPS_TEXCOORDCOUNTMASKYes
D3DSTENCILCAPS_INCRYes D3DFVFCAPS_PSIZEYes
D3DSTENCILCAPS_DECRYes TextureOpCaps
FVFCaps D3DTEXOPCAPS_DISABLE Yes
D3DFVFCAPS_DONOTSTRIPELEMENTS Yes D3DTEXOPCAPS_SELECTARG1 Yes
FVFCaps & D3DFVFCAPS_TEXCOORDCOUNTMASK Yes D3DTEXOPCAPS_SELECTARG2 Yes
TextureOpCaps D3DTEXOPCAPS_MODULATE Yes
D3DTEXOPCAPS_DISABLE Yes D3DTEXOPCAPS_MODULATE2X Yes
D3DTEXOPCAPS_SELECTARG1 Yes D3DTEXOPCAPS_MODULATE4X Yes
D3DTEXOPCAPS_SELECTARG2 Yes D3DTEXOPCAPS_ADDYes
D3DTEXOPCAPS_MODULATE Yes D3DTEXOPCAPS_ADDSIGNEDYes
D3DTEXOPCAPS_MODULATE2X Yes D3DTEXOPCAPS_ADDSIGNED2X Yes
D3DTEXOPCAPS_MODULATE4X Yes D3DTEXOPCAPS_SUBTRACT Yes
D3DTEXOPCAPS_ADDYes D3DTEXOPCAPS_ADDSMOOTHYes
D3DTEXOPCAPS_ADDSIGNEDYes D3DTEXOPCAPS_BLENDDIFFUSEALPHA Yes
D3DTEXOPCAPS_ADDSIGNED2X Yes D3DTEXOPCAPS_BLENDTEXTUREALPHA Yes
D3DTEXOPCAPS_SUBTRACT Yes D3DTEXOPCAPS_BLENDFACTORALPHA Yes
D3DTEXOPCAPS_ADDSMOOTHYes D3DTEXOPCAPS_BLENDTEXTUREALPHAPM Yes
D3DTEXOPCAPS_BLENDDIFFUSEALPHA Yes D3DTEXOPCAPS_BLENDCURRENTALPHA Yes
D3DTEXOPCAPS_BLENDTEXTUREALPHA Yes D3DTEXOPCAPS_PREMODULATE Yes
D3DTEXOPCAPS_BLENDFACTORALPHA Yes D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR Yes
D3DTEXOPCAPS_BLENDTEXTUREALPHAPM Yes D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA Yes
D3DTEXOPCAPS_BLENDCURRENTALPHA Yes D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR Yes
D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR Yes D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA Yes
D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA Yes D3DTEXOPCAPS_BUMPENVMAP Yes
D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR Yes D3DTEXOPCAPS_BUMPENVMAPLUMINANCE Yes
D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA Yes D3DTEXOPCAPS_DOTPRODUCT3 Yes
D3DTEXOPCAPS_BUMPENVMAP Yes D3DTEXOPCAPS_MULTIPLYADD Yes
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE Yes D3DTEXOPCAPS_LERP Yes
D3DTEXOPCAPS_DOTPRODUCT3 Yes VertexProcessingCaps
D3DTEXOPCAPS_MULTIPLYADD Yes D3DVTXPCAPS_DIRECTIONALLIGHTS Yes
D3DTEXOPCAPS_LERP Yes D3DVTXPCAPS_LOCALVIEWER Yes
VertexProcessingCaps D3DVTXPCAPS_MATERIALSOURCE7 Yes
D3DVTXPCAPS_DIRECTIONALLIGHTS Yes D3DVTXPCAPS_POSITIONALLIGHTSYes
D3DVTXPCAPS_LOCALVIEWER Yes D3DVTXPCAPS_TEXGEN Yes
D3DVTXPCAPS_MATERIALSOURCE7 Yes D3DVTXPCAPS_TWEENING Yes
D3DVTXPCAPS_POSITIONALLIGHTSYes Adapter Formats
D3DVTXPCAPS_TEXGEN Yes D3DFMT_X8R8G8B8 (Fullscreen)
D3DVTXPCAPS_NO_VSDT_UBYTE4 Yes Back Buffer Formats
Adapter Formats D3DFMT_A8R8G8B8
D3DFMT_X8R8G8B8 (Fullscreen) MultiSample Types
Back Buffer Formats D3DMULTISAMPLE_NONE
D3DFMT_A8R8G8B8 Depth/Stencil Formats
MultiSample Types D3DFMT_D24S8
D3DMULTISAMPLE_NONE D3DFMT_D16
D3DMULTISAMPLE_2_SAMPLES D3DFMT_D24X8
D3DMULTISAMPLE_3_SAMPLES D3DFMT_X8R8G8B8
D3DMULTISAMPLE_4_SAMPLES MultiSample Types
Depth/Stencil Formats D3DMULTISAMPLE_NONE
D3DFMT_D24S8 D3DMULTISAMPLE_2_SAMPLES
D3DFMT_D16 D3DMULTISAMPLE_4_SAMPLES
D3DFMT_D24X8 Depth/Stencil Formats
D3DFMT_X8R8G8B8 D3DFMT_D24S8
MultiSample Types D3DFMT_D16
D3DMULTISAMPLE_NONE D3DFMT_D24X8
D3DMULTISAMPLE_2_SAMPLES Render Target Formats
D3DMULTISAMPLE_3_SAMPLES D3DFMT_A8R8G8B8
D3DMULTISAMPLE_4_SAMPLES D3DFMT_X8R8G8B8
Depth/Stencil Formats D3DFMT_R5G6B5
D3DFMT_D24S8 D3DFMT_A1R5G5B5
D3DFMT_D16 D3DFMT_A4R4G4B4
D3DFMT_D24X8 D3DFMT_R3G3B2
Render Target Formats Texture Formats
D3DFMT_A8R8G8B8 D3DFMT_A8R8G8B8
D3DFMT_X8R8G8B8 D3DFMT_X8R8G8B8
D3DFMT_R5G6B5 D3DFMT_R5G6B5
D3DFMT_X1R5G5B5 D3DFMT_X1R5G5B5
Texture Formats D3DFMT_A1R5G5B5
D3DFMT_A8R8G8B8 D3DFMT_A4R4G4B4
D3DFMT_X8R8G8B8 D3DFMT_R3G3B2
D3DFMT_R5G6B5 D3DFMT_L8
D3DFMT_X1R5G5B5 D3DFMT_A8L8
D3DFMT_A1R5G5B5 D3DFMT_V8U8
D3DFMT_A4R4G4B4 D3DFMT_L6V5U5
D3DFMT_P8 D3DFMT_X8L8V8U8
D3DFMT_V8U8 D3DFMT_Q8W8V8U8
D3DFMT_L6V5U5 D3DFMT_V16U16
D3DFMT_X8L8V8U8 D3DFMT_W11V11U10
D3DFMT_Q8W8V8U8 D3DFMT_DXT1
D3DFMT_DXT1 D3DFMT_DXT2
D3DFMT_DXT2 D3DFMT_DXT3
D3DFMT_DXT3 D3DFMT_DXT4
D3DFMT_DXT4 D3DFMT_DXT5
D3DFMT_DXT5 Cube Texture Formats
D3DFMT_D24S8 D3DFMT_A8R8G8B8
D3DFMT_D16 D3DFMT_X8R8G8B8
D3DFMT_D24X8 D3DFMT_R5G6B5
Cube Texture Formats D3DFMT_X1R5G5B5
D3DFMT_A8R8G8B8 D3DFMT_A1R5G5B5
D3DFMT_X8R8G8B8 D3DFMT_A4R4G4B4
D3DFMT_R5G6B5 D3DFMT_R3G3B2
D3DFMT_X1R5G5B5 D3DFMT_L8
D3DFMT_A1R5G5B5 D3DFMT_A8L8
D3DFMT_A4R4G4B4 D3DFMT_Q8W8V8U8
D3DFMT_P8 D3DFMT_W11V11U10
D3DFMT_Q8W8V8U8 D3DFMT_DXT1
D3DFMT_DXT1 D3DFMT_DXT2
D3DFMT_DXT2 D3DFMT_DXT3
D3DFMT_DXT3 D3DFMT_DXT4
D3DFMT_DXT4 D3DFMT_DXT5
D3DFMT_DXT5 Volume Texture Formats
D3DFMT_D24S8 D3DFMT_A8R8G8B8
D3DFMT_D16 D3DFMT_X8R8G8B8
D3DFMT_D24X8 D3DFMT_R5G6B5
Volume Texture Formats D3DFMT_X1R5G5B5
D3DFMT_A8R8G8B8 D3DFMT_A1R5G5B5
D3DFMT_X8R8G8B8 D3DFMT_A4R4G4B4
D3DFMT_R5G6B5 D3DFMT_R3G3B2
D3DFMT_X1R5G5B5 D3DFMT_L8
D3DFMT_A1R5G5B5 D3DFMT_A8L8
D3DFMT_A4R4G4B4 D3DFMT_Q8W8V8U8
D3DFMT_P8 D3DFMT_W11V11U10
D3DFMT_X8R8G8B8 (Windowed) D3DFMT_DXT1
Back Buffer Formats D3DFMT_DXT2
D3DFMT_A8R8G8B8 D3DFMT_DXT3
MultiSample Types D3DFMT_DXT4
D3DMULTISAMPLE_NONE D3DFMT_DXT5
D3DMULTISAMPLE_2_SAMPLES D3DFMT_X8R8G8B8 (Windowed)
D3DMULTISAMPLE_3_SAMPLES Back Buffer Formats
D3DMULTISAMPLE_4_SAMPLES D3DFMT_A8R8G8B8
Depth/Stencil Formats MultiSample Types
D3DFMT_D24S8 D3DMULTISAMPLE_NONE
D3DFMT_D16 Depth/Stencil Formats
D3DFMT_D24X8 D3DFMT_D24S8
D3DFMT_X8R8G8B8 D3DFMT_D16
MultiSample Types D3DFMT_D24X8
D3DMULTISAMPLE_NONE D3DFMT_X8R8G8B8
D3DMULTISAMPLE_2_SAMPLES MultiSample Types
D3DMULTISAMPLE_3_SAMPLES D3DMULTISAMPLE_NONE
D3DMULTISAMPLE_4_SAMPLES D3DMULTISAMPLE_2_SAMPLES
Depth/Stencil Formats D3DMULTISAMPLE_4_SAMPLES
D3DFMT_D24S8 Depth/Stencil Formats
D3DFMT_D16 D3DFMT_D24S8
D3DFMT_D24X8 D3DFMT_D16
Render Target Formats D3DFMT_D24X8
D3DFMT_A8R8G8B8 Render Target Formats
D3DFMT_X8R8G8B8 D3DFMT_A8R8G8B8
D3DFMT_R5G6B5 D3DFMT_X8R8G8B8
D3DFMT_X1R5G5B5 D3DFMT_R5G6B5
Texture Formats D3DFMT_A1R5G5B5
D3DFMT_A8R8G8B8 D3DFMT_A4R4G4B4
D3DFMT_X8R8G8B8 D3DFMT_R3G3B2
D3DFMT_R5G6B5 Texture Formats
D3DFMT_X1R5G5B5 D3DFMT_A8R8G8B8
D3DFMT_A1R5G5B5 D3DFMT_X8R8G8B8
D3DFMT_A4R4G4B4 D3DFMT_R5G6B5
D3DFMT_P8 D3DFMT_X1R5G5B5
D3DFMT_V8U8 D3DFMT_A1R5G5B5
D3DFMT_L6V5U5 D3DFMT_A4R4G4B4
D3DFMT_X8L8V8U8 D3DFMT_R3G3B2
D3DFMT_Q8W8V8U8 D3DFMT_L8
D3DFMT_DXT1 D3DFMT_A8L8
D3DFMT_DXT2 D3DFMT_V8U8
D3DFMT_DXT3 D3DFMT_L6V5U5
D3DFMT_DXT4 D3DFMT_X8L8V8U8
D3DFMT_DXT5 D3DFMT_Q8W8V8U8
D3DFMT_D24S8 D3DFMT_V16U16
D3DFMT_D16 D3DFMT_W11V11U10
D3DFMT_D24X8 D3DFMT_DXT1
Cube Texture Formats D3DFMT_DXT2
D3DFMT_A8R8G8B8 D3DFMT_DXT3
D3DFMT_X8R8G8B8 D3DFMT_DXT4
D3DFMT_R5G6B5 D3DFMT_DXT5
D3DFMT_X1R5G5B5 Cube Texture Formats
D3DFMT_A1R5G5B5 D3DFMT_A8R8G8B8
D3DFMT_A4R4G4B4 D3DFMT_X8R8G8B8
D3DFMT_P8 D3DFMT_R5G6B5
D3DFMT_Q8W8V8U8 D3DFMT_X1R5G5B5
D3DFMT_DXT1 D3DFMT_A1R5G5B5
D3DFMT_DXT2 D3DFMT_A4R4G4B4
D3DFMT_DXT3 D3DFMT_R3G3B2
D3DFMT_DXT4 D3DFMT_L8
D3DFMT_DXT5 D3DFMT_A8L8
D3DFMT_D24S8 D3DFMT_Q8W8V8U8
D3DFMT_D16 D3DFMT_W11V11U10
D3DFMT_D24X8 D3DFMT_DXT1
Volume Texture Formats D3DFMT_DXT2
D3DFMT_A8R8G8B8 D3DFMT_DXT3
D3DFMT_X8R8G8B8 D3DFMT_DXT4
D3DFMT_R5G6B5 D3DFMT_DXT5
D3DFMT_X1R5G5B5 Volume Texture Formats
D3DFMT_A1R5G5B5 D3DFMT_A8R8G8B8
D3DFMT_A4R4G4B4 D3DFMT_X8R8G8B8
D3DFMT_P8 D3DFMT_R5G6B5
D3DFMT_R5G6B5 (Fullscreen) D3DFMT_X1R5G5B5
Back Buffer Formats D3DFMT_A1R5G5B5
D3DFMT_R5G6B5 D3DFMT_A4R4G4B4
MultiSample Types D3DFMT_R3G3B2
D3DMULTISAMPLE_NONE D3DFMT_L8
D3DMULTISAMPLE_2_SAMPLES D3DFMT_A8L8
D3DMULTISAMPLE_3_SAMPLES D3DFMT_Q8W8V8U8
D3DMULTISAMPLE_4_SAMPLES D3DFMT_W11V11U10
Depth/Stencil Formats D3DFMT_DXT1
D3DFMT_D24S8 D3DFMT_DXT2
D3DFMT_D16 D3DFMT_DXT3
D3DFMT_D24X8 D3DFMT_DXT4
Render Target Formats D3DFMT_DXT5
D3DFMT_A8R8G8B8 D3DFMT_R5G6B5 (Fullscreen)
D3DFMT_X8R8G8B8 Back Buffer Formats
D3DFMT_R5G6B5 D3DFMT_R5G6B5
D3DFMT_X1R5G5B5 MultiSample Types
Texture Formats D3DMULTISAMPLE_NONE
D3DFMT_A8R8G8B8 D3DMULTISAMPLE_2_SAMPLES
D3DFMT_X8R8G8B8 D3DMULTISAMPLE_4_SAMPLES
D3DFMT_R5G6B5 Depth/Stencil Formats
D3DFMT_X1R5G5B5 D3DFMT_D24S8
D3DFMT_A1R5G5B5 D3DFMT_D16
D3DFMT_A4R4G4B4 D3DFMT_D24X8
D3DFMT_P8 Render Target Formats
D3DFMT_V8U8 D3DFMT_A8R8G8B8
D3DFMT_L6V5U5 D3DFMT_X8R8G8B8
D3DFMT_X8L8V8U8 D3DFMT_R5G6B5
D3DFMT_Q8W8V8U8 D3DFMT_A1R5G5B5
D3DFMT_DXT1 D3DFMT_A4R4G4B4
D3DFMT_DXT2 D3DFMT_R3G3B2
D3DFMT_DXT3 Texture Formats
D3DFMT_DXT4 D3DFMT_A8R8G8B8
D3DFMT_DXT5 D3DFMT_X8R8G8B8
D3DFMT_D24S8 D3DFMT_R5G6B5
D3DFMT_D16 D3DFMT_X1R5G5B5
D3DFMT_D24X8 D3DFMT_A1R5G5B5
Cube Texture Formats D3DFMT_A4R4G4B4
D3DFMT_A8R8G8B8 D3DFMT_R3G3B2
D3DFMT_X8R8G8B8 D3DFMT_L8
D3DFMT_R5G6B5 D3DFMT_A8L8
D3DFMT_X1R5G5B5 D3DFMT_V8U8
D3DFMT_A1R5G5B5 D3DFMT_L6V5U5
D3DFMT_A4R4G4B4 D3DFMT_X8L8V8U8
D3DFMT_P8 D3DFMT_Q8W8V8U8
D3DFMT_Q8W8V8U8 D3DFMT_V16U16
D3DFMT_DXT1 D3DFMT_W11V11U10
D3DFMT_DXT2 D3DFMT_DXT1
D3DFMT_DXT3 D3DFMT_DXT2
D3DFMT_DXT4 D3DFMT_DXT3
D3DFMT_DXT5 D3DFMT_DXT4
D3DFMT_D24S8 D3DFMT_DXT5
D3DFMT_D16 Cube Texture Formats
D3DFMT_D24X8 D3DFMT_A8R8G8B8
Volume Texture Formats D3DFMT_X8R8G8B8
D3DFMT_A8R8G8B8 D3DFMT_R5G6B5
D3DFMT_X8R8G8B8 D3DFMT_X1R5G5B5
D3DFMT_R5G6B5 D3DFMT_A1R5G5B5
D3DFMT_X1R5G5B5 D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5 D3DFMT_R3G3B2
D3DFMT_A4R4G4B4 D3DFMT_L8
D3DFMT_P8 D3DFMT_A8L8
D3DFMT_R5G6B5 (Windowed) D3DFMT_Q8W8V8U8
Back Buffer Formats D3DFMT_W11V11U10
D3DFMT_R5G6B5 D3DFMT_DXT1
MultiSample Types D3DFMT_DXT2
D3DMULTISAMPLE_NONE D3DFMT_DXT3
D3DMULTISAMPLE_2_SAMPLES D3DFMT_DXT4
D3DMULTISAMPLE_3_SAMPLES D3DFMT_DXT5
D3DMULTISAMPLE_4_SAMPLES Volume Texture Formats
Depth/Stencil Formats D3DFMT_A8R8G8B8
D3DFMT_D24S8 D3DFMT_X8R8G8B8
D3DFMT_D16 D3DFMT_R5G6B5
D3DFMT_D24X8 D3DFMT_X1R5G5B5
Render Target Formats D3DFMT_A1R5G5B5
D3DFMT_A8R8G8B8 D3DFMT_A4R4G4B4
D3DFMT_X8R8G8B8 D3DFMT_R3G3B2
D3DFMT_R5G6B5 D3DFMT_L8
D3DFMT_X1R5G5B5 D3DFMT_A8L8
Texture Formats D3DFMT_Q8W8V8U8
D3DFMT_A8R8G8B8 D3DFMT_W11V11U10
D3DFMT_X8R8G8B8 D3DFMT_DXT1
D3DFMT_R5G6B5 D3DFMT_DXT2
D3DFMT_X1R5G5B5 D3DFMT_DXT3
D3DFMT_A1R5G5B5 D3DFMT_DXT4
D3DFMT_A4R4G4B4 D3DFMT_DXT5
D3DFMT_P8 D3DFMT_R5G6B5 (Windowed)
D3DFMT_V8U8 Back Buffer Formats
D3DFMT_L6V5U5 D3DFMT_R5G6B5
D3DFMT_X8L8V8U8 MultiSample Types
D3DFMT_Q8W8V8U8 D3DMULTISAMPLE_NONE
D3DFMT_DXT1 D3DMULTISAMPLE_2_SAMPLES
D3DFMT_DXT2 D3DMULTISAMPLE_4_SAMPLES
D3DFMT_DXT3 Depth/Stencil Formats
D3DFMT_DXT4 D3DFMT_D24S8
D3DFMT_DXT5 D3DFMT_D16
D3DFMT_D24S8 D3DFMT_D24X8
D3DFMT_D16 Render Target Formats
D3DFMT_D24X8 D3DFMT_A8R8G8B8
Cube Texture Formats D3DFMT_X8R8G8B8
D3DFMT_A8R8G8B8 D3DFMT_R5G6B5
D3DFMT_X8R8G8B8 D3DFMT_A1R5G5B5
D3DFMT_R5G6B5 D3DFMT_A4R4G4B4
D3DFMT_X1R5G5B5 D3DFMT_R3G3B2
D3DFMT_A1R5G5B5 Texture Formats
D3DFMT_A4R4G4B4 D3DFMT_A8R8G8B8
D3DFMT_P8 D3DFMT_X8R8G8B8
D3DFMT_Q8W8V8U8 D3DFMT_R5G6B5
D3DFMT_DXT1 D3DFMT_X1R5G5B5
D3DFMT_DXT2 D3DFMT_A1R5G5B5
D3DFMT_DXT3 D3DFMT_A4R4G4B4
D3DFMT_DXT4 D3DFMT_R3G3B2
D3DFMT_DXT5 D3DFMT_L8
D3DFMT_D24S8 D3DFMT_A8L8
D3DFMT_D16 D3DFMT_V8U8
D3DFMT_D24X8 D3DFMT_L6V5U5
Volume Texture Formats D3DFMT_X8L8V8U8
D3DFMT_A8R8G8B8 D3DFMT_Q8W8V8U8
D3DFMT_X8R8G8B8 D3DFMT_V16U16
D3DFMT_R5G6B5 D3DFMT_W11V11U10
D3DFMT_X1R5G5B5 D3DFMT_DXT1
D3DFMT_A1R5G5B5 D3DFMT_DXT2
D3DFMT_A4R4G4B4 D3DFMT_DXT3
D3DFMT_P8 D3DFMT_DXT4
D3DFMT_DXT5
Cube Texture Formats
D3DFMT_A8R8G8B8
D3DFMT_X8R8G8B8
D3DFMT_R5G6B5
D3DFMT_X1R5G5B5
D3DFMT_A1R5G5B5
D3DFMT_A4R4G4B4
D3DFMT_R3G3B2
D3DFMT_L8
D3DFMT_A8L8
D3DFMT_Q8W8V8U8
D3DFMT_W11V11U10
D3DFMT_DXT1
D3DFMT_DXT2
D3DFMT_DXT3
D3DFMT_DXT4
D3DFMT_DXT5
Volume Texture Formats
D3DFMT_A8R8G8B8
D3DFMT_X8R8G8B8
D3DFMT_R5G6B5
D3DFMT_X1R5G5B5
D3DFMT_A1R5G5B5
D3DFMT_A4R4G4B4
D3DFMT_R3G3B2
D3DFMT_L8
D3DFMT_A8L8
D3DFMT_Q8W8V8U8
D3DFMT_W11V11U10
D3DFMT_DXT1
D3DFMT_DXT2
D3DFMT_DXT3
D3DFMT_DXT4
D3DFMT_DXT5

So, nach dieser ermüdenten Tabelle (die Länge soll keine Aussage sein!) fasse ich die wesentlichen Vor- und Nachteile nochmal kurz zusammen:

Vorteile Radeon 8500
  • höheres anisotrophisches Filter (16x) - (GeForce 3 nur 8x)
  • 2 getrennte Pipelines - Vertex Shader & fest T&L Einheit (GeForce3 emuliert feste T&L mit einem Vertex Shader Programm)
  • frei definierbare Clipping-Flächen - (feste Clipping-Flächen bei GeForce 3)
  • 6 Texturen gleichzeitig - (GeForce 3 nur 4)
  • Pixel Shader Version 1.4  - (bis heute nur Version 1.1, nicht 1.3 wie behauptet)
  • ermöglicht N-Patches (TruForm) - (Wo sind die RT-Patches der GeForce 3 geblieben?)
  • 192 Konstanten beim Vertex Shader - (GeForce 3 nur 96)

Vorteile GeForce 3
  • größere Texturen 4096x4096 - (Radeon 8500 nur 2048x2048)
  • Hardware Shadow Mapping (in DirectX dank des D3DFMT_D24X8 Textureformates möglich)


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