16 3D Blaster GeForce2 GTS Installation Guide
Nvidia Shading Rasterizer (NSR)
nd
2
-Generation Transform and Lighting (T&L) engine
Double Data Rate (DDR) memory
DirectX Texture Compression
Full Screen Anti-aliasing (Hardware)
•
Multi-sample, full scene, order independent
1.6 Gtexel fill rate
25M triangles/sec through T&L and setup
5.3 GB/sec total memory bandwidth
NVIDIA Unified Driver Architecture™
Optimized DirectX and OpenGL acceleration
256-bit graphics engine
8 texture-mapped, filtered, lit texels per clock cycle
Single pass multi-texturing
32-bit colors Z/Stencil (floating point or integer)
High quality texture filtering, including anisotropic
Advanced per-pixel, perspective-correct texturing
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Cube environment mapping
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Projective textures
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Procedural textures
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Multi-texture and multi-pass
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Texture modulation