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Reviewed: Millennium G400 32mb
Author: Chris Kim       Date: November 19th 1999
Page: 2

Features found on the Millenium G400 series of graphics cards.

Performance and Core
3D Rendering Engine
  • 0.25-micron, five layer metal process technology
  • 256-bit DualBus architecture
  • True 128-bit external bus to video memory
  • Full AGP 2X/4X device with Multi-threaded Bus Mastering
  • 8MB to 32MB frame buffer configurations supported
  • 32-bit internal precision specially enhanced for multi- texturing using 32-bit source textures
  • Matrox DualHead Display technology
  • 32-bit Z-buffer including 8-bit stencil buffer
  • Symmetric Rendering Architecture
  • DirectX 6, PC 98/99, Broadcast PC, DirectShow, OpenGL compatible
  • Display up to 2056 x 1536 @ 32bpp
  • Bilinear, trilinear and anisotropic filtering
  • 3D Rendering Array Processor delivers up to three times the speed of the MGA-G200
  • Industry leading 3D feature set and performance
  • Floating Point 3D Setup Engine with dynamically re-allocatable resources:
  • Ultra-pipelined floating point and culling engines
  • Optimized support for Direct3D and OpenGL triangles, strips, fans and vectors
  • Flexible Vertex Format natively supported
  • Vertex Buffers natively supported
  • Environment Mapped Bump Mapping
  • Vibrant Color Quality 2 (VCQ 2 ) Rendering
  • Single cycle multi-texturing
  • Vertex and table fog
  • Specular highlighting (any color)
  • True color ARGB Flat and Gouraud shading
  • 2D Drawing Engine
    Filtering Support
  • Benchmark-winning 2D performance optimized for true color operation at high resolution
  • High-speed integrated RAMDAC (up to 300MHz) with UltraSharp RAMDAC technology for highest quality analog output
  • Full acceleration of all GDI and DirectDraw functions
  • Linear frame buffer
  • Programmable, transparent BLTter
  • Linear packed pixel frame buffer
  • 32-bit ultra-fast VGA core
  • 11 level mip-mapping support
  • Bilinear Filtering
  • True eight-sample per pixel trilinear filtering
  • Anisotropic filtering
  • Alpha blending:
  • All blend modes under DirectX 6 and OpenGL
  • Supports all permutations of passes including light maps, environment maps, reflection maps, etc.
  • Single, Double or Triple buffering
  • Sort independent (full scene) anti-aliasing
  • Vector/edge anti-aliasing
  • Hardware dithering including dithering of LUT textures
  • Texturing Support
  • Texture sizes up to 2048 x 2048
  • All texture formats are supported
  • Non-square texture support
  • Non-power of 2 texture support
  • Perspective Correct Texture Mapping
  • Texturing from local and AGP memory
  • Opaque Texture Surfaces
  • Alpha in Texture Palettes
  • Texture transparency
  • Mip-map non-power of 2 textures
  • Multiple YUV source texture formats for Video Stream Texture Mapping
  • Full subpicture blended DVD as texture source
  • 32-bit precision internal pipelines
  • Up to 32-bit source textures
  • 32-bit output
  • 16-bpp dithering down from 32bpp palette for 16-bpp output
  • Full subpixel and subtexel correction
  • 8-bit precision for filter coefficients
  • Highly saturated & separated analog color output (UltraSharp DAC)
  • To the common Joe, this fact sheet and information chart has absolutely no meaning. But, to the hardcore hardware junkies and lovers alike, they will understand what most of these terms mean. What really stands out are the 256-Bit DualBus architecture, which allows for a much larger bandwidth of transferring data between the graphics processor and the rest of the computer system, Environment Mapped Bump Mapping, which gives textures "bumps" or folds to make them look more realistic compared to regular flat textures, DualHead which allows the Windows desktop to be spanned across multiple outputs, VCQ2 rendering, Vibrant Color Quality continues the high quality and quality of the 2D rendering of the Matrox products, and the 32-Bit Z-Buffer Depth that allows higher precision placing of polygons on screen.

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    Added:  Friday, November 19, 1999
    Reviewer:  Chris Kim
    Page: 2/9

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