Matrox Parhelia-512 Review
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The Parhelia-512
The following is a list of the many features of the Parhelia-512. Again, we strongly urge you to read the Parhelia-512 Preview before continuing so that you can fully understand the scope of all the technologies that the Parhelia contain. It also helps in understanding benchmark scores when the architecture in the tests is fully understood.
Specifications
Parhelia-512
True 512-bit GPU
80 million transistors in a 0.15u fabrication process
220MHz Core speed
325MHz memory speed (650MHz DDR)
True 256-bit DDR memory interface
Up to 20GB/sec. memory bandwidth
Up to 256MB DDR unified frame buffer
10-bit Gigacolor Technology
10-bit per channel RGB rendering and output
Over one billion simultaneously displayed colors
10-bit precision for 2D, 3D, DVD and video
10-bit frame buffer mode for ARGB (2:10:10:10)
10-bit RAMDACs with full gamma correction
AGP host interface designed up to AGP8X
8-way parallel DMA streaming engine
OpenGL1.3 and DX8.1 compliant
DualHead-HF Display Technology
Fourth-generation DualHead
400MHz 10-bit RAMDAC
Support for two digital TMDS transmitters
Integrated 10-bit high fidelity TV/Video encoder
TripleHead desktop
10-bit gamma correction
Dual independent, gamma correctable hardware overlays
Support for true multi-display under Windows 2000 and XP
Hardware accelerated multi-screen OpenGL support
Quad Vertex Shader Array
Four vertex shader units (DX8 and higher)
Parallel processing of up to 16 vertices
512 instruction on-chip cache
256 constant registers
Quad texturing per pixel, per clock cycle
64 super sample texture filtering
Dynamic allocation of texture units
8-sample anisotropic and trilinear filtering on 4 dual-textured pixels/clock
16-sample anisotropic filtering on a 4 single-textured pixels/clock
36-stage shader array
4 pixel pipes
4 texturing units per pipe
5 pixel shader stages per pixel pipe
Support for up to 10 pixel stages per pass
4 pixels/clock throughput with quad texturing and 5 pixel shader operations
Hardware displacement Mapping
Patent-pending depth-adaptive tessellation for continuous level of detail geometry
Vertex texturing for dynamic generation of geometry using texture maps
Support for Bezier curves and N-patch (PN-triangle) evaluation
16x Fragment Antialiasing (FAA-16x)
16x super sampling quality on edge pixels only
Avoids blurring of internal pixels
Low performance overhead
Supports for Full Scene Antialiasing (FSAA)
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Introduction The Parhelia-512 Efficiency The card itself 2D and GigaColor GigaColor tests GigaColor cont. TripleHead 16X Fragment AA System Setup 3DMark 2001 Quake3 & Jedi Kn... Ballistics Report Final Verdict