GMA X3000
The GMA X3000 represents a dramatic architectural change from previous GMA iterations. Most notably, X3000's underlying 3D rendering hardware is organized as a unified shader processor consisting of 8 scalar execution units. Each pipeline can process video, vertex, or texture operations. A central scheduler dynamically dispatches threads to pipeline resources, to maximize rendering throughput (and decrease the impact of individual pipeline stalls.) However, due to the scalar nature of the execution units, they can only process data on a single pixel component at a time.[4]
The processor consists of different clock domains, meaning that the entire chip does not operate the same clock speed. This causes some difficulty when measuring peak throughput of its various functions. Adding to the confusion are various rules that define the IGP's processing capabilities. Most of the time, the core is capable of 1.6 pixels and 3.2 textures per clock cycle. It has a maximum potential pixel fill-rate of 2.0 pixels per clock, but only during a "clear" cycle. Similarly, while it can process depth operations at 4 pixels per clock, with texturing this falls to 3.2 pixels per clock. Resulting theoretical fill-rates are 1067 megapixels/s and 2133 megatexel/s at the X3000's overall 667 MHz.[4]
Intel again updated the video processing capabilities of their graphics product. The X3000 features WMV9 (VC-1) video acceleration.
[edit] GMA X3100
The GMA X3100 is the mobile version of the GMA X3000 used in the Mobile 965GM chipset.
Bwa, toch wel krachtig genoeg voor grafische programma's zenne! Voor games etc, zal het ook nog wel meevallen, maar natuurlijk niet voor de laatste spellen! Maar COD2 draait erop hebbek gehoord!