GeForce 3 Ti 500
Name | GeForce 3 Ti500 |
Core | NV20 |
Process technology (µm) | 0.15 |
Transistors (million) | 60 |
Core frequency | 240 |
Memory frequency (DDR) | 250 (500) |
Bus and memory type | DDR-128bit |
Bandwidth (Gb/s) | 8.0 |
Pixel pipelines | 4 |
TMU per conveyor | 2 |
textures per clock | 8 |
textures per pass | 4 |
Vertex conveyors | 1 |
Pixel Shaders | 1.1 |
Vertex Shaders | 1.1 |
Fill Rate (Mpix/s) | 960 |
Fill Rate (Mtex/s) | 1920 |
DirectX | 8.0 |
Anti-Aliasing (Max) | MS - 4x |
Anisotropic Filtering (Max) | 8x |
Memory | 64 / 128 MB |
Interface | AGP4x |
RAMDAC | 350MHz |
Enough time has passed since the first appearance of Ge Force 3, and it has already become morally obsolete, in order to successfully promote its products, NVIDIA simply got Microsoft to recognize pixel shaders versions 1.2 and 1.3 as sufficient to declare compatibility with DirectX 8.1. And if the Radeon 8500 really supported significantly modified and qualitatively expanded pixel shaders (large shader code length, many new commands, new possibilities for random sampling of values from textures, etc.), then in the case of NVIDIA products, we are still talking about only minor changes. (a few new commands have been added, the number of registers and the length of shaders have remained the same). Therefore, it was worth clearly distinguishing between "that" and "that" DirectX 8.1, operating with specific versions of shaders, and not in general terms about compatibility with the 8.1 version of the API.
The video card showed impressive performance for its time period at the time of release (before the appearance of the Radeon 8500), being the most powerful graphics accelerator, but it was not immediately in demand due to its overpriced price.