Imagination PowerVR SGX543 Graphics Cards


Imagination PowerVR SGX543 on Amazon USA


Specifications of the video cards present in the group of graphics cards Imagination PowerVR SGX543. We also have a comparison of the respective performances with the benchmarks, the power in terms of GFLOPS FP16, GFLOPS FP32, GFLOPS FP64 if available, the filling rate in GPixels/s, the filtering rate in GTexels/s.






Specifications:


Imagination PowerVR SGX543 MP4+ 2011 Q4 32 nm 41 222 0 128 4 2 4 8 4 35 0.8 1.6 28.41
Imagination PowerVR SGX543 MP4 2009 Q1 32 nm 200 250 0 0 4 16 8.75 0.8 25.6
Imagination PowerVR SGX543 MP3 2009 Q1 32 nm 200 266 0 0 3 12 6.56 0.6 19.2
Imagination PowerVR SGX543 MP2 2009 Q1 32 nm 200 0 0 2 8 4.375 0.4 12.8




Price: For technical reasons, we cannot currently display a price less than 24 hours, or a real-time price. This is why we prefer for the moment not to show a price. You should refer to the respective online stores for the latest price, as well as availability.

TMUs: texture mapping units. This unit was a physical processor separated from the main graphics processing units. It is able to distort a bitmap image, and also to resize it, to rotate it and to place it as a texture onto a plane of a specific 3D model.

ROPs: render output units. The other name of this unit is raster operations pipeline. This hadware component is taking pixel and texel information, and processing it through vector and matrix operations. The result will be a depth value or a final pixel. It is able to control antialiasing with the merge of several sample into one pixel.

The term pixel fillrate is refering to the number of pixels that the video card is able to generate every second. This performance is achieved by multiplying the raster output units (ROPs) by the clock frequency of the graphics processor unit (GPU). Matrix and vector operations allow pixel pipelines to process pixels and texels stored in the buffer. The ROPs will then generate transactions between the buffer and local memory. You should know that the higher the pixel rate, the greater the screen resolution that the GPU can manage.

The term texture fillrate refers to the number of map texture elements (texels) that the GPU is capable of generating per second. This performance is achieved by multiplying the texture mapping units (TMUs) by the clock frequency of the graphics processor unit. To make a 3D scene in a video game or in 3D editing software such as Blender, the graphics card must perform what is called texture mapping with the texture mapping units.


Performance with the benchmarks:


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FP32 performance comparison (single precision; float; floating-point 32) for this graphics card:


FP32 Performance in GFLOPS
Imagination PowerVR SGX543 MP4+ 28.41
Imagination PowerVR SGX543 MP4 25.6
Imagination PowerVR SGX543 MP3 19.2
Imagination PowerVR SGX543 MP2 12.8



Single-precision floating-point format, also called FP32, is a computer number format that typically occupies 32 bits in PC memory. This represents a wide dynamic range of numeric values that employs a floating point. FP32 power helps assess the video card's capabilities for generating rendering workloads. Video games use INT32 and FP32 cores to manage calculations with integers and numbers with decimals in order to produce maps, bone matrices on which the vertex shaders will calculate the vertices. Values in single precision format are mainly used in video games and 3D software.

List of benchmarks:

FP32 Performance

See also:

Imagination PowerVR SGX544




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