Shogmaster
Regular
My professional training is an artist, so deciphering much of this tech stuff is beyond me, but I'm still very interested in comparing the capabilities of PowerVR MBX to the newly announced nVidia GoForce 4500.
Some links for you guys to draw from:
PowerVR MBX -
http://www.powervr.com/Products/Graphics/MBX/Index.asp
http://www.arm.com/miscPDFs/1643.pdf
nVidia GoForce 4500 -
http://www.nvidia.co.uk/page/goforce_3d_tb.html.html
What I have digested somewhat so far:
- MBX is rated higher in triangle count (1.25~2.5M for Lite to Pro, and "over 1million" for GoF4500).
- GoF4500 may have the edge in multitexturing (6 simutaneous textures vs "2 layer" textures for MBX)
- GoF4500 has higher internal color precision (40bit v 32bit)
- MBX can drive higher res LCDs (XGA for MBZ Pro v VGA for GoF4500)
- Both support programmable pixel shaders? (GoF4500 definitely, not sure about BMX)
- Both provide hardware T and L (MBX Pro offers Vertex Geometry Processor option, and GoF4500 seems to have one built in)
Can anyone help me correct or add to my info? Thanks a bunch.
Some links for you guys to draw from:
PowerVR MBX -
http://www.powervr.com/Products/Graphics/MBX/Index.asp
http://www.arm.com/miscPDFs/1643.pdf
nVidia GoForce 4500 -
http://www.nvidia.co.uk/page/goforce_3d_tb.html.html
What I have digested somewhat so far:
- MBX is rated higher in triangle count (1.25~2.5M for Lite to Pro, and "over 1million" for GoF4500).
- GoF4500 may have the edge in multitexturing (6 simutaneous textures vs "2 layer" textures for MBX)
- GoF4500 has higher internal color precision (40bit v 32bit)
- MBX can drive higher res LCDs (XGA for MBZ Pro v VGA for GoF4500)
- Both support programmable pixel shaders? (GoF4500 definitely, not sure about BMX)
- Both provide hardware T and L (MBX Pro offers Vertex Geometry Processor option, and GoF4500 seems to have one built in)
Can anyone help me correct or add to my info? Thanks a bunch.