Difference between revisions of "Pixel"

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The term '''fillrate''' refers to the number of pixels a video card or graphics chipset can render in a second, and the number of pixels it can write to [[VRAM|video memory]]. This is also known as the '''rendering fillrate'''. Traditionally, fillrate was dependent on video memory bandwidth, the rate at which [[byte]]s can be written to, or read from, video memory, but this is no longer the case with modern [[wikipedia:Graphics processing unit|GPU]].
 
The term '''fillrate''' refers to the number of pixels a video card or graphics chipset can render in a second, and the number of pixels it can write to [[VRAM|video memory]]. This is also known as the '''rendering fillrate'''. Traditionally, fillrate was dependent on video memory bandwidth, the rate at which [[byte]]s can be written to, or read from, video memory, but this is no longer the case with modern [[wikipedia:Graphics processing unit|GPU]].
  
The term '''effective fillrate''' is used in reference to [[wikipedia:Tile-based video game|tilemap]]/[[wikipedia:Scanline rendering|scanline]]/[[wikipedia:Tiled rendering|tiled rendering]] engines which minimize the amount of pixels that need to be drawn on screen, read from memory, or written to memory, by rendering graphics data as tiles rather than pixels, thus reducing fillrate and bandwidth requirements to a small fraction/percentage of what would be required from traditional [[wikipedia:Bitmap|bitmap]]/[[wikipedia:Framebuffer|framebuffer]] rendering engines. The fillrates of tiled rendering engines are usually measured in terms of tiles, rather than pixels, thus the term ''effective fillrate'' refers to the equivalent amount of pixels that would be required from a traditional bitmap/framebuffer rendering engine to display the same amount of tiles as a scanline/tiled rendering engine. Tiled rendering engines are supported by all [[Sega]] consoles, and most [[List of Sega arcade systems|Sega arcade systems]], from the [[G80]] (1981) to the [[Hikaru]] (1999) and [[NAOMI 2]] (2000).
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The terms '''effective fillrate''' and '''tile fillrate''' are used in reference to [[wikipedia:Tile-based video game|tilemap]]/[[wikipedia:Scanline rendering|scanline]]/[[wikipedia:Tiled rendering|tiled]]/[[wikipedia:Deferred Rendering|deferred]] rendering engines which, through compression and other techniques, minimize the amount of pixels that need to be drawn on screen, read from memory, or written to memory, by rendering graphics data as tiles rather than pixels, thus reducing fillrate and bandwidth requirements to a small fraction/percentage of what would be required from traditional [[wikipedia:Bitmap|bitmap]]/[[wikipedia:Framebuffer|framebuffer]] rendering engines. The fillrates of tiled rendering engines are usually measured in terms of tiles (ranging from 8×8 to 32×32 pixels each), thus the terms ''effective fillrate'' and ''tile fillrate'' refer to the equivalent amount of pixels that would be required from a traditional bitmap/framebuffer rendering engine to display the same amount of tiles as a tiled/scanline/deferred rendering engine. Several different forms of tiled rendering are supported by most [[Sega]] consoles, from the [[SG-1000]] (1983) to the [[Dreamcast]] (1998), as well as most [[List of Sega arcade systems|Sega arcade systems]], from the [[G80]] (1981) to the [[Sega Aurora|Aurora]] (2005).
  
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===Units===
 
The units used to measure fillrate:
 
The units used to measure fillrate:
  
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*1 gigapixel/sec (GPixel/s) = 1 billion pixels per second (1000 MPixels/s)
 
*1 gigapixel/sec (GPixel/s) = 1 billion pixels per second (1000 MPixels/s)
  
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===Sega consoles===
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Fillrates for [[Sega]] home consoles:
  
Fillrates for [[Sega]] consoles:
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*[[Sega SG-1000#Technical specifications|SG-1000]] (1983) and [[Sega Master System/Technical specifications|Master System]] (1985) — 5.3 MPixels/s (read), 2.3 MPixels/s (write)
 
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*[[Sega Mega Drive/Technical specifications|Mega Drive]] (1988) — 6.9 MPixels/s (read), 6.4 MPixels/s (write), 6.9–36 MPixels/s (tile fillrate)
*[[SG-1000]] (1983) — 3.579545 MPixels/s (read), 1.789772 MPixels/s (write)
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**[[Sega Mega-CD/Technical specifications|CD]] (1991) — 6.9 MPixels/s (read/write), 6.9–36 MPixels/s (tile fillrate)
*[[Sega Master System#Technical specifications|Master System]] (1985) — 5.369317 MPixels/s (read), 1.789772 MPixels/s (write)
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**[[Sega 32X/Technical specifications|32X]] (1994) — 18 MPixels/s (32,768 colors/pixel), 36 MPixels/s (256 colors/pixel)
*[[Sega Mega Drive#Technical Specifications|Mega Drive]] (1988) — 6.934358 MPixels/s (read), 6.41376 MPixels/s (write), 6.934358–36.325644 MPixels/s (effective tile fillrate)
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*[[Sega Saturn/Technical specifications|Saturn]] (1994) — 26–264 MPixels/s (bitmap fillrate), 280–570 MPixels/s (tile fillrate)
**[[Sega Mega-CD|CD]] (1991) — 6.934358 MPixels/s (read/write), 6.934358–36.325644 MPixels/s (effective tile fillrate)
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**[[VDP1]] — 28 MPixels/s (32,768 colors/pixel), 35 MPixels/s (256 colors/pixel)
**[[Sega 32X#Technical specifications|32X]] (1994) — 18.181818 MPixels/s (32,768 colors), 36.363636 MPixels/s (256 colors)
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**[[VDP2]] — 26–229 MPixels/s (bitmap fillrate), 251–534 MPixels/s (tile fillrate)
*[[Sega Saturn#Technical specifications|Saturn]] (1994)
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*[[Sega Dreamcast/Technical specifications|Dreamcast]] (1998) — 3.2 GPixels/s (opaque), 500 MPixels/s (opaque/translucent)
**[[VDP1]] — 28.6364 MPixels/s (32,768 colors), 57.2728 MPixels/s (256 colors)
 
**[[VDP2]] — 14.21875–114.5456 MPixels/s (bitmap fillrate), 125.82912–503.31648 MPixels/s (effective tilemap fillrate)
 
*[[Sega Dreamcast#Technical specifications|Dreamcast]] (1998) — 3.2 GPixels/s (opaque polygons), 500 MPixels/s (translucent polygons)
 
  
For the fillrates of Sega [[arcade]] systems, see ''[[List of Sega arcade systems]]''.
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For the fillrates of Sega [[arcade]] systems, see individual arcade article pages listed at ''[[List of Sega arcade systems]]''.
  
 
==Texel==
 
==Texel==
A '''texel''' ('''texture element''' or '''texture pixel''') is the fundamental unit of texture space. Textures are represented by arrays of texels, just as pictures are represented by arrays of pixels.
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A '''texel''' ('''texture element''' or '''texture pixel''') is the fundamental unit of texture space. Textures are represented by arrays of texels, just as pictures are represented by arrays of pixels. It is primarily used in reference to texture-mapped polygons, but can also be used in reference to [[sprite]]s or tiles.
  
 
===Units===
 
===Units===
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*1 gigatexel (GTexel) = 1 billion texels (1000 MTexels)
 
*1 gigatexel (GTexel) = 1 billion texels (1000 MTexels)
  
===Texture Fillrate===
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===Texture fillrate===
 
*1 megatexel/sec (MTexel/s) = 1 million texels per second
 
*1 megatexel/sec (MTexel/s) = 1 million texels per second
 
*1 gigatexel/sec (GTexel/s) = 1 billion texels per second (1000 MTexels/s)
 
*1 gigatexel/sec (GTexel/s) = 1 billion texels per second (1000 MTexels/s)
  
The texture fillrate was  the same as the rendering fillrate for Sega consoles up until the [[Sega Saturn]]. The [[Sega Dreamcast]] has differing fillrates for rendering and texturing. For Sega [[arcade]] systems, it varies depending on the hardware.
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The texture fillrate is usually the same as the rendering fillrate, especially for 2D graphics, but can differ for 3D graphics.

Revision as of 13:37, 28 April 2019

Pixel is a contraction of Picture Element. A single, indivisible unit that makes up an image when used in conjunction with many (perhaps thousands or millions) other pixels. Typically, the visible part of the Mega Drive screen consists of 71,680 pixels, since it has a display resolution of 320×224.

Units

  • 1 megapixel (MPixel) = 1 million pixels
  • 1 gigapixel (GPixel) = 1 billion pixels (1000 MPixels)

Fillrate

The term fillrate refers to the number of pixels a video card or graphics chipset can render in a second, and the number of pixels it can write to video memory. This is also known as the rendering fillrate. Traditionally, fillrate was dependent on video memory bandwidth, the rate at which bytes can be written to, or read from, video memory, but this is no longer the case with modern GPU.

The terms effective fillrate and tile fillrate are used in reference to tilemap/scanline/tiled/deferred rendering engines which, through compression and other techniques, minimize the amount of pixels that need to be drawn on screen, read from memory, or written to memory, by rendering graphics data as tiles rather than pixels, thus reducing fillrate and bandwidth requirements to a small fraction/percentage of what would be required from traditional bitmap/framebuffer rendering engines. The fillrates of tiled rendering engines are usually measured in terms of tiles (ranging from 8×8 to 32×32 pixels each), thus the terms effective fillrate and tile fillrate refer to the equivalent amount of pixels that would be required from a traditional bitmap/framebuffer rendering engine to display the same amount of tiles as a tiled/scanline/deferred rendering engine. Several different forms of tiled rendering are supported by most Sega consoles, from the SG-1000 (1983) to the Dreamcast (1998), as well as most Sega arcade systems, from the G80 (1981) to the Aurora (2005).

Units

The units used to measure fillrate:

  • 1 megapixel/sec (MPixel/s) = 1 million pixels per second
  • 1 gigapixel/sec (GPixel/s) = 1 billion pixels per second (1000 MPixels/s)

Sega consoles

Fillrates for Sega home consoles:

  • SG-1000 (1983) and Master System (1985) — 5.3 MPixels/s (read), 2.3 MPixels/s (write)
  • Mega Drive (1988) — 6.9 MPixels/s (read), 6.4 MPixels/s (write), 6.9–36 MPixels/s (tile fillrate)
    • CD (1991) — 6.9 MPixels/s (read/write), 6.9–36 MPixels/s (tile fillrate)
    • 32X (1994) — 18 MPixels/s (32,768 colors/pixel), 36 MPixels/s (256 colors/pixel)
  • Saturn (1994) — 26–264 MPixels/s (bitmap fillrate), 280–570 MPixels/s (tile fillrate)
    • VDP1 — 28 MPixels/s (32,768 colors/pixel), 35 MPixels/s (256 colors/pixel)
    • VDP2 — 26–229 MPixels/s (bitmap fillrate), 251–534 MPixels/s (tile fillrate)
  • Dreamcast (1998) — 3.2 GPixels/s (opaque), 500 MPixels/s (opaque/translucent)

For the fillrates of Sega arcade systems, see individual arcade article pages listed at List of Sega arcade systems.

Texel

A texel (texture element or texture pixel) is the fundamental unit of texture space. Textures are represented by arrays of texels, just as pictures are represented by arrays of pixels. It is primarily used in reference to texture-mapped polygons, but can also be used in reference to sprites or tiles.

Units

  • 1 megatexel (MTexel) = 1 million texels
  • 1 gigatexel (GTexel) = 1 billion texels (1000 MTexels)

Texture fillrate

  • 1 megatexel/sec (MTexel/s) = 1 million texels per second
  • 1 gigatexel/sec (GTexel/s) = 1 billion texels per second (1000 MTexels/s)

The texture fillrate is usually the same as the rendering fillrate, especially for 2D graphics, but can differ for 3D graphics.