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Pixel pipelines Shader model (vertex/pixel) API support [4] Memory bandwidth DVMT Hardware acceleration Direct3D OpenGL OpenCL MPEG-2 VC-1 AVC; Extreme Graphics 2002 Desktop 845G 845GE 845GL 845GV Brookdale 2562 200 2 3.0 (SW) / No 6.0 (full) 9.0 (some features, no hardware shaders) 1.3 ES 1.1 Linux: No 2.1 64 MC No No 2001 Mobile 830M 830MG ...
The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia GeForce 3 (NV20), released in 2001. [3] Geometry shaders were introduced with Direct3D 10 and OpenGL 3.2.
Shader Memory Size Bandwidth DRAM type Bus width Pixel (GP/s) Texture (GT/s) Single precision; GeForce 310 November 27, 2009 GT218 TSMC 40 nm 260 57 PCIe 2.0 x16 589 1402 1000 16:8:4 512 8 DDR2 64 2.356 4.712 44.8 30.5 OEM Card, similar to Geforce 210 GeForce 315 February 2010 GT216 486 100 475 1100 1580 48:16:4 512
Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s. Vertex operations - The amount of geometry operations that can be processed on the vertex shaders in one second (only applies to Direct3D 9.0c and older GPUs). Measured in vertices/s.
Programmable pixel & vertex pipelines Unified shader model: Direct3D — 5.0 6.0 7.0 8.1 9.0 11 9.0b 11 9.0c 11 10.0 11 10.1 11 11 11 12 11 12 ...
The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in February 2001, [1] it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-aliasing and improved the overall efficiency of the rendering process.
In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.. There are seven feature levels provided by D3D_FEATURE_LEVEL structure; levels 9_1, 9_2 and 9_3 (collectively known as Direct3D 10 Level 9) re-encapsulate various features of popular Direct3D 9 cards conforming to Shader Model 2.0, while ...
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.