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Formac ProFormance 3

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Proformance3.gif
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The award winning ProFormance 3 is designed for fast thinking multimedia professionals and engineered specifically for the PCI Mac. A full 128 bit processor architecture, coupled with an industry leading 300MHz integrated RAMDAC delivers the kind of graphics seen only on high-priced, top of the line professional workstations. Up to 16MB synchronous memory handles 3D games and large graphic textures with extraordinary speed.

 
ProFormance 3
16MB
ProFormance 3
16MB
plus
ProFormance 3 32MBplus
Part Number
PNGA 93-3
PNGA 94-3
PNGA 94-5c
Synchronous Graphic Memory
16MB
16MB
32MB
Graphics Processor
128-bit Permedia 3
DataBus
PCI (66MHz or 33MHz)
Max. Pixel Frequency
270MHz
300MHz
300MHz
Horizontal Scan
120KHz
Max. True Color Resolution
2000 x 2000
Supported Timing
Optimized by DDC2B, Ratio 4:3, 16:10, 16:9
Supports
QuickDraw, QuickDraw 3D, QuickTime, Open GL
MPEG and Motion Compensation for MPEG2
Dual Texture Unit, Trilinear Filtering, Mip Mapping
Blockfill Rate / Blit Rate
More than 6GB/s More than 550MB/s
Unique Formac Features
FontCache, Hardware Pan and Zoom, Gamma Corrections
Available Modules
PVESA TFT / PNZB90-1 : SGI TFT / PNZB90-2
3D Goggles
ProCyber 3D Gl.asses.
Not incl.
Not incl.
Incl. (wired Version)

Hardware Performance

  • Fill rate - 6 GB/sec solid fill, monochrome expansion and z buffer and drawbuffer initialisation
  • Fill rate - 250Mtexels/sec dual bilinear mip-map textures
  • Fill rate - 125Mpixels/sec trilinear mip-map texture
  • Polygon setup rate - 11M polygons/sec
  • Polygon rate - 2M lit, transformed, displayed, textured polygons/sec


Permedia3 Graphics Processor

  • Virtual Texture memory management unit
  • 256MB Virtual Texture address space
  • Texture Unit with single pass, multi-texture capability
  • Integrated 270MHz RAMDAC
  • High-speed 128-bit memory interface
  • 7 independent DMA engines
  • Unified 2D/3D raster core
  • Integrated SVGA controller
  • 125 Mhz clock speed


Professional 3D Rendering

  • Complete OpenGL 1.2 functionality in hardware
  • Virtual Texture Engine in hardware
  • Up to 256MB texture space
  • 2048x2048x32 maximum individual texture size
  • Single pass bump-mapping
  • per-pixel lighting
  • Gouraud shading
  • Perspective-correct bilinear and trilinear filtering
  • Perspective-correct per pixel
  • MIP-mapping
  • Dual bilinear mip-mapped textures in a single pass
  • Source and destination Alpha Blending
  • Fogging and Depth Cueing (table based)
  • Anti-aliased lines and polygons Full-scene anti-aliasing
  • Scissoring and Stippling
  • Stencil buffers
  • 32 bit Z-buffering
  • GID Clipping

See Also