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In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. [1] Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing ...
With 1 full texture (diffuse map), Gouraud shaded: 1.2 Gpix/s (37,750,000 32-bit pixel raster triangles) Texture fillrate: 1.2 Gtexel/s; Sprite drawing rate: 18.75 million/s (8×8 pixels) Particle drawing rate: 150 million/s; Polygon drawing rate: 75 million/s (small polygon) 50 million/s (48-pixel quad with Z and A)
Other factors include pixel noise, pixel cross-talk, substrate penetration, and fill factor. A common problem among non-technicians is the use of the number of pixels on the detector to describe the resolution. If all sensors were the same size, this would be acceptable. Since they are not, the use of the number of pixels can be misleading.
It is a 4 pixel per clock cycle design supporting DirectX 9 pixel shader model 2.0. It operates at a clock rate ranging from 160 to 333 MHz, depending on the particular chipset. At 333 MHz, it has a peak pixel fill-rate of 1332 megapixels per second.
The fill factor of an image sensor array is the ratio of a pixel's light sensitive area to its total area. For pixels without microlenses, the fill factor is the ratio of photodiode area to total pixel area, [1] but the use of microlenses increases the effective fill factor, often to nearly 100%, by converging light from the whole pixel area into the photodiode.
Pixel fillrate (theoretical maximum): [14] 66 MPixel/s flat shaded polygons; 33 MPixel/s Gouraud shaded polygons; 33 MPixel/s for textured polygons with optional Gourard shading; Actual fill rate is lower due to polygon overhead or texture cache misses
Texture fill rate is a measure of the speed with which a particular card can perform texture mapping. Though pixel shader processing is becoming more important, this number still holds some weight. Best example of this is the X1600 XT. This card has a 3 to 1 ratio of pixel shader processors/texture mapping units.
Fillrate – Maximum theoretical fill rate in textured pixels per second. This number is generally used as a maximum throughput number for the GPU and generally, a higher fill rate corresponds to a more powerful (and faster) GPU. Memory subsection. Bandwidth – Maximum theoretical bandwidth for the processor at factory clock with factory bus ...