Product specifications
CN333 Data Sheet
Revision 1.0, January 5, 2005 -2- Product Features
• Advanced System Power Management Support
– ACPI 2.0 and PCI Bus Power Management 1.1 compliant
– Supports Suspend-to-DRAM (STR) and DRAM self-refresh
– Supports dynamic Clock Enable (CKE) control for DRAM power reduction during normal system state (S0)
– Supports SMI, SMM and STPCLK mechanisms
– Supports VIA PowerSaver™ Technology
– Low-leakage I/O pads
• Integrated Graphics with 2D / 3D / Video Controllers
– Optimized Unified Memory Architecture (UMA)
– Supports 16 / 32 / 64 MB Frame Buffer sizes
– 200 MHz Graphics Engine Clock
– Two independent 128-bit data paths between North Bridge and graphics core to improve video performance, one for
frame buffer access and one for texture / command access
– PCI v2.2 Host Bus compliant
– AGP v3.0 compliant
2D Acceleration
– 128-bit 2D graphics engine
– Hardware 2D rotation
– Supports ROP3, 256 operations
– Supports 8bpp, 15/16bpp and 32bpp color depth modes
– BitBLT (Bit BLock Transfer) functions including alpha BLTs
– True-color hardware cursor (64x64x32bpp) with 256-level blending effect
– Color expansion, source Color Key and destination Color Key
– Bresenham line drawing / style line function
– Transparency mode
– Window clipping
– Text function
3D Acceleration
3D Graphics Processor
– 128-bit 3D graphics engine
– Dual pixel rendering pipes and dual texture units
– Floating-point setup engine
– Internal full 32-bit ARGB format for high rendering quality
– 8K Texture Cache
Capability
– Supports ROP2
– Supports various texture formats including 16/32bpp ARGB, 8bpp Palletized (ARGB), YUV 422/420 and
compressed texture (DXTC)
– Texture sizes up to 2048x2048 with Microsoft DirectX texture compression
– High quality texture filter for Nearest, Linear, Bi-linear, Tri-linear and Anisotropic modes
– Flat and Gouraud shading
– Vertex Fog and Fog Table
– Z-Bias, LOD-Bias, Polygon offset, Edge Anti-aliasing and Alpha Blending
– Bump mapping and cubic mapping
– Hardware back-face culling
– Specular lighting
Performance
– Two textures per pass
– Triangle rate up to 4.5 million triangles per second
– Pixel rate up to 200 million pixels per second for 2 textures each
– Texel bilinear fill rate up to 400 million texels per second
– High quality dithering