|
2010-10-23
, 04:17
|
|
Posts: 1,789 |
Thanked: 1,699 times |
Joined on Mar 2010
|
#42
|
It's Capt'n Corrupt.
I'm talking more about pixels that polygons, but yes there are many other factors that limit practical throughput.
I haven't been able to find any links on the Tegra T20 performance. Care to share?
Thanks for the link!
The Following User Says Thank You to Kangal For This Useful Post: | ||
|
2010-10-23
, 11:01
|
|
Posts: 3,524 |
Thanked: 2,958 times |
Joined on Oct 2007
@ Delta Quadrant
|
#43
|
|
2010-10-26
, 04:16
|
|
Posts: 1,789 |
Thanked: 1,699 times |
Joined on Mar 2010
|
#44
|
|
2010-10-26
, 04:47
|
|
Posts: 1,789 |
Thanked: 1,699 times |
Joined on Mar 2010
|
#45
|
The Following User Says Thank You to Kangal For This Useful Post: | ||
|
2010-11-14
, 10:08
|
|
Posts: 1,789 |
Thanked: 1,699 times |
Joined on Mar 2010
|
#46
|
|
2010-11-16
, 06:34
|
|
Posts: 1,789 |
Thanked: 1,699 times |
Joined on Mar 2010
|
#47
|
|
2010-11-16
, 14:24
|
|
Posts: 3,524 |
Thanked: 2,958 times |
Joined on Oct 2007
@ Delta Quadrant
|
#48
|
The comment went on to say how having 1GB of RAM in Tegra 2 devices should remove the bottleneck and greatly improve 3D performance. As well as saying the Galaxy S had much less (62%) polygons/pixels to produce at WVGA (800x480) compared to the 1024x600 that's running on the Tegra 2. Made sense to me.
I'm talking more about pixels that polygons, but yes there are many other factors that limit practical throughput.
I haven't been able to find any links on the Tegra T20 performance. Care to share?
Thanks for the link!