Jorden
4th October 2000, 07:25
I got to say I'm a boon when it comes to all the new things in the videocard world, and you may be as well. So again I need help, although I'll look these fori over for laymans explanations about some of the things said below.
If you know better, don't hesitate to email me at elst93@wxs.nl and I'll post your answer in this thread.
The things we want answers on are:
Core clock
Memory clock
Render pipelines count
Texturing units count
Fillrate (explained below)
Processing speed (triangles/sec )
Memory bandwidth
Scalable architecture
Himself explained Fillrate as this:
Fillrate is a measure of the rate at which a video card can fill the screen with pixels.
The units are derived from marketing departments and vary from card to card. Nobody can agree on whether the terms applies to plain pixels or pixels with sprinkles on top.
While Heiney explained it like:
Yeah, fillrate is about as useful as Polygon rate. It's all extremely variable depending on what setup you test with. Different size pixels, different size polygons, polygon complexity, color depth, activated features, etc.
Honestly, the only way you can compare cards is benchmarks of the games you want to play on them.
That brings on the questions of what the heck are:
Pixels
Polygons
Polygon complexity
etc.
Jord.
If you know better, don't hesitate to email me at elst93@wxs.nl and I'll post your answer in this thread.
The things we want answers on are:
Core clock
Memory clock
Render pipelines count
Texturing units count
Fillrate (explained below)
Processing speed (triangles/sec )
Memory bandwidth
Scalable architecture
Himself explained Fillrate as this:
Fillrate is a measure of the rate at which a video card can fill the screen with pixels.
The units are derived from marketing departments and vary from card to card. Nobody can agree on whether the terms applies to plain pixels or pixels with sprinkles on top.
While Heiney explained it like:
Yeah, fillrate is about as useful as Polygon rate. It's all extremely variable depending on what setup you test with. Different size pixels, different size polygons, polygon complexity, color depth, activated features, etc.
Honestly, the only way you can compare cards is benchmarks of the games you want to play on them.
That brings on the questions of what the heck are:
Pixels
Polygons
Polygon complexity
etc.
Jord.