Description | | NVIDIA GeForce 7900 GT/GTO | | Manufacturer | | NVIDIA | | Total Local Video Memory | | 256 MB
| | Total Local Texture Memory | | 256 MB
| | Total AGP Memory | | 256 MB
| | Driver File | | nv4_disp.dll | | Driver Version | | 6.14.10.9371 | | Driver Date | | 10-22-2006 | | Driver WHQL Certified | | true | | Max Texture Width | | 4096 px | | Max Texture Height | | 4096 px | |
| Max User Clipping Planes | | 6 | | Max Active Hardware Lights | | 8 | | Max Texture Blending Stages | | 8 | | Fixed Function Textures In Single Pass | | 8 | | Vertex Shader Version | | 3.0 | | Pixel Shader Version | | 3.0 | | Max Vertex Blend Matrices | | 0 | | Max Texture Coordinates | | 8 | | VGA Memory Clock | | 0.0 Hz | | VGA Core Clock | | 0.0 Hz | |
| PCIName | | NVIDIA GeForce 7900 GT/GTO | | Vendor ID | | 0x10de | | Device ID | | 0x0291 | | SubSystem ID | | 0x032110de | | Revision ID | | 0xa1 | |
Texture Formats32-bit ARGB [8888] 32-bit RGB [888] 16-bit RGB [565] 16-bit RGB [555] 16-bit ARGB [1555] 16-bit ARGB [4444] 8-bit A [8] 8-bit YUV [800] 16-bit AYUV [8800] FourCC [DXT1] FourCC [DXT2] FourCC [DXT3] FourCC [DXT4] FourCC [DXT5]
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CapabilitiesAGP
Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel
Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex
Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear
Filtering, Point Sampling, Trilinear Filtering, Additive Texture
Blending, Dot3 Texture Blending, Multiplicative Texture Blending,
Subtractive Texture Blending, Environmental Bump Mapping, Environmental
Bump Mapping With Luminance, Cube Mapping, Factor Alpha Blending,
Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping,
Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD
Bias Adjustment, Projected Textures, Volume Textures, Point Primitive
Support, Full-Screen Anti-Aliasing, DXT Compressed Textures, Two Sided
Stencil Test, Mipmapped Volume Textures, Mipmapped Cube Textures,
Texture Border Color, Spherical Mapping, Automatic Mipmap Generation,
Hardware Rasterization, Shading, Transform and Lighting, Scissor Test,
Legacy Depth Bias |