Quote:
Originally Posted by DarqHelmet 
Holy crap, that is a Cell phone GPU?
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yah designed for cell phones, consoles, and other embedded devices. things got an interesting set of features, looking over all the materials. I cant find any references to devices using it in particular, but theres probably some phones and stuff using it in Japan.
its an OpenGL ES 1.1-compatible GPU with some extensions (and some interesting ones too, like the hardware tesselation feature thats part of the DX11 spec), cant find details on the shader models it supports. moves 15.3M polys/s and 800M px/s at the clock speed the 3DS will be using, which isnt much compared to a desktop GPU but considering its working only with a 800x320 resolution (or half that when 3D is turned off entirely) it doesn't need that much.
for reference, rates for 360 and PS3 are 500M polys/s for the 360 and 250 polys/ s for the PS3. PS3 uses a custom blend of OpenGL 1.0 ES + some extensions + nVidia Cg shader language for its API, and the 360 uses DX9 with Shader Model 3 + special extensions. the DS has a hard limit of 2048 triangles per frame ( roughly 122K polys/s) and no vertex or pixel shader support. Gamecube GPU is max 12M polys/sec and 650M pixels/sec (Wii's would be somewhere a little higher than that, since it uses pretty much the same GPU but with higher clock speeds)