by Mike Andrawes on October 12, 1999 9:54 PM EST


Since the core of the TNT2 Pro is identical to the old TNT2’s core, the specs are the same as far as features go. This, of course, is not a bad thing by any means as the TNT2 had the most complete feature set at the time of its release. Even today, the only new features we’ve seen appear on the market are Environment Mapped Bump Mapping (EMBM), texture compression, and hardware transform and lighting. Only the Matrox G400 supports EMBM and thus, EMBM has garnered little support. The same goes for S3’s S3TC texture compression, although this is slowly gaining support in the industry. Hardware transform and lighting is just now becoming available with the GeForce from NVIDIA and soon with the Savage 2000 from S3.

  • 143MHz128-bit 2D/3D core
  • 2nd Generation 128-bit TwiN Texel architecture
  • 286 Megapixels per second
  • 9 Million Triangles per second peak processing power
  • Resolution support up to 2046 x 1536
  • PCI/AGP Support – AGP 2X/4X Texturing Support
  • 16/32-bit 3D Rendering Support
  • 32-bit Z/stencil Buffer
  • 300MHz Integrated RAMDAC
  • 16/32MB SDRAM
  • 2048 x 2048 Texture Support
  • Optional NTSC/PAL Video Out
  • Optional Digital Flat Panel Output
  • Direct3D/OpenGL API Support
  • OpenGL ICD for Windows 9x, NT 3.5x, NT 4.0, and Windows 2000

The only real difference between the TNT2 Pro and the TNT2 is the process upon which it is built and the clock speed. As mentioned above, the TNT2 Pro uses the same 0.22-micron process of the GeForce, instead of the 0.25-micron used on the TNT2. The TNT2 Pro is set to 143/166 by default, instead of the 125/150 for standard TNT2’s and 150/183 of the TNT2 Ultra.

Index Drivers, Cards, and Overclocking
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