Intel NetBurst micro-architecture (Pentium 4 or revised name) on 0.07-micron process
Clock Speed: 5 GHz to 7 GHz
SSE2 Floating-Point Performance: 28 to 32 GFLOPS (or 64 GFLOPS with architecture improvements)
External Bus Bandwidth: 5.33 GB/sec
System Memory: 1024MB (1GB)
System Memory Bandwidth: 32 GB/sec (or up to 64 GB/sec)
XGPU2
Clock Speed: 1 GHz
128 Gigatexels per Second
512 Billion Anti-Aliased Samples per Second
Full-Scene Anti-Aliasing (4x, 8x, 16x, 32x, 64x)
64-bit color (16-bit floating point value per channel, RGBA)
2D and 3D Texture Compression
Z, Stencil, Shadow, and Multisampling buffers
Vertex Compression
Triangle Tessellation (including NURBS support)
Programmable Pixel and Vertex Processors
Full Hidden Surface Removal (boosting effective fillrate 8x = 1 Teratexel per Second)
High-Speed Rendering Buffer (partial frame buffer): 4MB to 8MB
High-Speed Texture Cache: 8MB to 16MB
Textures and Full Frame Buffers are stored in System Memory (1024MB)
32 to 64 Hardware Light Sources
1.25 Billion Particles per Second
3 Billion Polygons per Second (peak)
1.25 Billion Polygons per Second (sustained)
800 Million Polygons per Second (with effects)
15 Trillion Operations per Second
1.14 TFLOPS (1140 GFLOPS)
Screen Resolutions: 640x480 (TV), 1280x720 (HDTV), 1920x1080 (HDTV), up to 2048x1536 (VGA)
NVIDIA MCPX2
800 MHz
1024 Total Voices (256 3D Voices)
3D Modeled Sound
Dolby Digital Encoder
Multiple DSP units
10/100/1000 Ethernet
USB 2.0, DVD, HDD Controller
40x DVD-ROM
160GB Hard Disk Drive or 30GB Solid State Drive
http://hankfiles.pcvsconsole.com/answer.php?file=229
Clock Speed: 5 GHz to 7 GHz
SSE2 Floating-Point Performance: 28 to 32 GFLOPS (or 64 GFLOPS with architecture improvements)
External Bus Bandwidth: 5.33 GB/sec
System Memory: 1024MB (1GB)
System Memory Bandwidth: 32 GB/sec (or up to 64 GB/sec)
XGPU2
Clock Speed: 1 GHz
128 Gigatexels per Second
512 Billion Anti-Aliased Samples per Second
Full-Scene Anti-Aliasing (4x, 8x, 16x, 32x, 64x)
64-bit color (16-bit floating point value per channel, RGBA)
2D and 3D Texture Compression
Z, Stencil, Shadow, and Multisampling buffers
Vertex Compression
Triangle Tessellation (including NURBS support)
Programmable Pixel and Vertex Processors
Full Hidden Surface Removal (boosting effective fillrate 8x = 1 Teratexel per Second)
High-Speed Rendering Buffer (partial frame buffer): 4MB to 8MB
High-Speed Texture Cache: 8MB to 16MB
Textures and Full Frame Buffers are stored in System Memory (1024MB)
32 to 64 Hardware Light Sources
1.25 Billion Particles per Second
3 Billion Polygons per Second (peak)
1.25 Billion Polygons per Second (sustained)
800 Million Polygons per Second (with effects)
15 Trillion Operations per Second
1.14 TFLOPS (1140 GFLOPS)
Screen Resolutions: 640x480 (TV), 1280x720 (HDTV), 1920x1080 (HDTV), up to 2048x1536 (VGA)
NVIDIA MCPX2
800 MHz
1024 Total Voices (256 3D Voices)
3D Modeled Sound
Dolby Digital Encoder
Multiple DSP units
10/100/1000 Ethernet
USB 2.0, DVD, HDD Controller
40x DVD-ROM
160GB Hard Disk Drive or 30GB Solid State Drive
http://hankfiles.pcvsconsole.com/answer.php?file=229