Hercules 3D PROPHET 4000 32MB AGP

Hercules 3D PROPHET 4000 32MB AGP

MPN: 4873054
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Technical specifications

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Other features

Mac compatibility N

Memory

Bandwidth 0.115 GHz
3D PROPHET 4000XT 32MB Kyro - 4000XT DVD playback: supports motion compensation, sub-picture overlay blending and both horizontal and vertical interpolation for video scaling
1920 × 1440 true color at 60Hz refresh rate
3D Prophet 4000XT supports up to 8 layers of different textures that can be combined together in order to obtain lifelike 3D environments, with more realistic details on backgrounds and surfaces.
Internal True Color™
Whether the chosen mode is 16-bit or 32-bit, all the blending operations on all the pixels in each tile are performed on-chip in full 32-bit color (16.7 million colors). There is no loss of color precision during the process. In 16-bit mode, it is after the blending process, at the frame buffer's output, that the final texture is trimmed to its 16-bit value. In this way, the image quality in 16-bit mode is as close as you can get to 32-bit image quality.
Full Scene Anti-Aliasing (FSAA):
smoothing the edges of 3D objects. Tile rendering supports full speed FSAA, even in high resolution. HSR reduces the number of surfaces to handle, making FSAA process easier than in traditional 3D.
Environmental Bump Mapping (EBM)
EBM is used to simulate rough or bumpy textures with irregularities in their shading. 3D Prophet 4000XT performs true EBM, by adding for example a base texture, plus a bump texture, a light texture or an environment bump.
TOP SPEED IN 3D GAMES
Hidden Surface Removal - How to optimize the use of memory bandwidth
A 3D Scene is made up of triangles. 3D Prophet 4000XT Kyro chipset determines which surfaces are displayed and which remain hidden and creates 3D triangles for displayed surfaces, it then maps textures only onto the visible surfaces.
This results in:
Optimised use of the RAM bandwidth
Higher fill rate
Solid 3D acceleration in high-textured scenes, because it only draws what can be seen onscreen
Gain in performance due to an increased CPU
The principle behind Tile rendering is that the display is split into small areas called tiles that are rendered independently. The results are high performance in games and a perfect image quality
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