Menu
Inno3D Tornado GeForce2 MX400 in the test: 32 and 64 MB VRAM in comparison

Inno3D Tornado GeForce2 MX400 in the test: 32 and 64 MB VRAM in comparison

Specifications

The following table gives an overview of the specifications of the tested graphics cards and allows conclusions to be drawn about the later performance e to.

Comparison of the graphics cards
Performance data GeForce2 MX Inno3D GeForce2MX400 32MB Inno3D GeForce2MX400 64MB Manufacturing process 0.18µm 0.18µm 0.18µm rendering pipelines 2 2 2 texture units 2 2 2 Chip clock 175 MHz 200 MHz 200 MHz Memory clock 166 MHz 184 MHz 166 MHz Memory interface SDR SDR SDR memory bandwidth 2.5 GB/s 2.8 GB/s 2.5 GB/s Memory bus 128Bit 128Bit 128Bit Memory access 5.5ns 5.0ns 6.0ns Pixel filling rate 350 MPixel/s 400 MPixel/s 400 MPixel/s Texel fill rate 700 MTexel/s 800 MTexel/s 800 MTexel/s

Since the GeForce2 MX400 with 64MB graphics memory, unlike the 32MB version, only has 166MHz responds, the memory bandwidth decreases compared to the GeForce2 MX40032MB of graphics memory by 300 megabytes per second or 11 percent. Whether the 64MB version can compensate for this with the larger graphics memory?

Features

We only want to briefly discuss the technology of these graphics cards with the GeForce2 MX400 here, as nothing has changed compared to the classic GeForce2 MX. The second generation of the Transforming & Lighting Engine promises detailed landscapes and extremely realistic animated characters. The GPU (Graphics Processing Unit) of the GeForce2 MX400 relieves the main processor of a large part of the work, which benefits the performance. Transforming is used to show changes in the position, size, shape or orientation of a geometric object. These operations require a very fast floating point unit of the graphics chip. The computing power of the main processor saved in this way can then be used for other purposes. Lighting provides the right lighting and thus puts the scene in the right light.

There is also cube environment mapping. It improves the reflection of the environment on an object by recording it dynamically. This is achieved by making use of 6 surrounding textures instead of just one, which cover all 6 sides of the object.

Another important feature is the pixel shader effects. These have been divided into per-pixel lighting and per-pixel bump mapping. These techniques should enable highly complex and realistic surface textures. With per-pixel lighting, a light source is assigned to individual pixels and with per-pixel bump mapping, the object is given depth and height information with an additional grayscale structure. In 3DMark 2001 this technology is impressively presented. Here you can see two screenshots from the game Evolva, with and deactivated on the leftright with activated per-pixel shader effects.

Inno3D Tornado GeForce2 MX400
Inno3D Tornado GeForce2 MX400

On the next page: Test system

Comments