GoForce 3D 4800 Features
•Geometry Engine
•16-bit color w/ 16-bit Z (40-bit color internal)
•Multi-texturing w/ up to 4 textures
•Bilinear / Trilinear Filtering
•Flexible Texture Formats (DXT1/4-bit/8-bit)
•Fully Perspective Correct
•Sub-Pixel Accuracy
•Per-Pixel Fog, Alpha Blending, Alpha-Test
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•Geometry engine
•HW-accelerated transformation of vertices
•Native support for Fixed- and Float- data types
•Supports rendering in up to 16-bit color with 16-bit Z.
•Internally, supports up to 40-bit color – ten bits of color per channel.
•Calculations with higher-precision – over-bright blending without artifacts
•Multi-texturing
•techniques like light mapping and detail texture mapping
•High quality bilinear and trilinear filtering, which is useful for increasing the quality of the texturing in your game.
•Support several texture formats including all of the OpenGL-ES texture formats.
•4-bit, 8-bit paletized, several 16-bit formats, luminance, intensity textures
•Also support DXT1 texture compression, which is a four-bit per texel compression technique
•High-quality, small texture memory footprint, bandwidth reduction
•Fully perspective correct – colors included.
•Everything from texture coordinates, to colors, to fog calculation are perspective correct.
•No “swimming” colors or textures – common artifacts
•All rendering is sub-pixel accurate.
•Lines and polygons have correct-looking “boundary edges”
•No jittering or jumping when animating on the screen
•Support per pixel fog including all the traditional fog modes – linear, exponential, and distance-based fog.
•Alpha blending – things like particle systems and blur type effects can be easily implemented.

•Lots of 2D features including:
•HW JPEG and MPEG encode/decode
•Fast 2D drawing ops