Dreamcast, such as a halved tile size, among others. All models are fabricated with a 250 nm process All models support DirectX 6.0 PMX1 supports PowerSGL 2 and includes a MiniGL driver optimized for Quake III Arena 1 Texture mapping units: render output units 2 Fillrate for opaque polygons. 3 Fillrate for translucent polygons with hardware sort depth of 60. 4 Hitachi SH-4 geometry engine calculates T&L for more than 10 million triangles per second. CLX2 rendering engine throughput is 7 million triangles per second. Series3 (STMicro) In 2000, the third generation PowerVR3 STG4000 KYRO was released, manufactured by new partner STMicroelectronics. The architecture was redesigned for better game compatibility and expanded to a dual-pipeline design for more performance. The refresh STM PowerVR3 KYRO II, released later in 2001, likely had a lengthened pipeline to attain higher clock speeds and was able to rival the more expensive ATI Radeon DDR and NVIDIA GeForce 2 GTS in some benchmarks of the time, despite its modest specifications on paper and lack of hardware transform and lighting (T&L), a fact that Nvidia especially tried to capitalize on in a confidential paper they sent out to reviewers. As games increasingly started to include more geometry with this feature in mind, the KYRO II lost its competitiveness. The KYRO series had a decent featureset for a budget-oriented GPU in their time, including a few Direct3D 8.1-compliant features such as 8-layer multitexturing (not 8-pass) and Environment Mapped Bump Mapping (EMBM); Full Scene Anti-Aliasing (FSAA) and Trilinear/Anisotropic filtering were also present. KYRO II could also perform Dot Product (Dot3) Bump Mapping at a similar speed as GeForce 2 GTS in benchmarks. Omissions included hardware T&L (an optional feature in Direct3D 7), Cube Environment Mapping and legacy 8-bit paletted texture support. While the chip supported S3TC/DXTC texture compression, only the (most commonly used) DXT1 format was supported. Support for the proprietary PowerSGL API was also dropped with this series. 16-bit output quality was excellent compared to most of its competitors, thanks to rendering to its internal 32-bit tile cache and downsampling to 16-bit instead of straight use of a 16-bit framebuffer. This could play a role in improving performance without losing much image quality, as memory bandwidth was not plentiful. However, due to its unique concept on the market, the architecture could sometimes exhibit flaws such as missing geometry in games, and therefore the driver had a notable