. . . . . "In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency.The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it isn't visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window."@en . . . . . "\u586B\u5145\u7387"@zh . . "Il Fillrate \u00E8 un parametro per valutare le prestazioni di una scheda video. Esistono due tipologie di fillrate che vengono prese in considerazione: \n* Pixel fillrate - Indica la quantit\u00E0 di pixel che la Graphics Processing Unit (GPU) \u00E8 in grado di scrivere nella memoria video in un secondo e viene misurato in Megapixel/s o, nelle schede pi\u00F9 recenti, in Gigapixel/s. Esso corrisponde al prodotto tra la frequenza di clock del processore grafico e il suo numero di pipeline. \n* Texel fillrate - Indica la quantit\u00E0 di texel (elemento fondamentale di una texture) visualizzabili in un secondo e viene misurato in Megatextel/s. Esso equivale al prodotto tra il pixel framerate e il numero di texture applicabili dal processore a ciascun pixel."@it . "F\u00FCllrate"@de . "3627"^^ . "\u586B\u5145\u7387\u53EF\u4EE5\u5206\u70BA\uFF1A\u50CF\u7D20\u586B\u5145\u7387\u3001\u7EB9\u7406\u586B\u5145\u7387\u3001\u591A\u908A\u5F62\u586B\u5145\u7387\u3002 \u50CF\u7D20\u586B\u5145\u7387\u6307\u7684\u662FGPU\u5728\u4E00\u79D2\u5167\u53EF\u4EE5\u6E32\u67D3\u5230\u5C4F\u5E55\u4E26\u5BEB\u5165\u986F\u793A\u8A18\u61B6\u9AD4\u7684\u50CF\u7D20\u6578\u91CF\uFF0C\u7D0B\u7406\u586B\u5145\u7387\u6307\u7684\u662FGPU\u53EF\u4EE5\u5728\u4E00\u79D2\u5167\u6620\u5C04\u5230\u50CF\u7D20\u7684\u7D0B\u7406\u8CBC\u5716\u5143\u7D20\uFF08\u7D0B\u7406\u5143\u7D20\uFF09\u7684\u6578\u91CF\u3002\u50CF\u7D20\u586B\u5145\u7387\u4EE5\u767E\u842C\u50CF\u7D20/\u79D2\uFF08\u65E9\u671F\uFF09\u6216\u5343\u5146\u50CF\u7D20/\u79D2\u70BA\u55AE\u4F4D\uFF0C\u900F\u904E\u5C07\u5716\u5F62\u8655\u7406\u5668\u55AE\u5143\u7684\u6642\u8108\u901F\u7387\u4E58\u4EE5\u5149\u67F5\u8F38\u51FA\u55AE\u5143\uFF08ROP\uFF09\u7684\u6578\u91CF\u4F86\u7372\u5F97\u3002\u7D0B\u7406\u586B\u5145\u7387\u4EE5\u767E\u842C\u7EB9\u7D20/\u79D2\uFF08\u65E9\u671F\uFF09\u6216\u5343\u5146\u7EB9\u7D20/\u79D2\u70BA\u55AE\u4F4D\uFF0C\u5C07\u5716\u5F62\u8655\u7406\u55AE\u5143\u7684\u6642\u8108\u901F\u7387\u4E58\u4EE5\u7D0B\u7406\u6620\u5C04\u55AE\u5143\uFF08TMU\uFF09\u7684\u6578\u91CF\u4F86\u7372\u5F97\u7D0B\u7406\u586B\u5145\u7387\u3002\u7136\u800C\uFF0C\u95DC\u65BC\u5982\u4F55\u8A08\u7B97\u548C\u5831\u544A\u586B\u5145\u7387\u6C92\u6709\u5B8C\u5168\u4E00\u81F4\u7684\u610F\u898B\u3002\u5176\u4ED6\u53EF\u80FD\u7684\u65B9\u6CD5\u662F\uFF1A\u5C07\u50CF\u7D20\u7BA1\u7DDA\u7684\u6578\u91CF\u4E58\u4EE5\u6642\u8108\u901F\u7387\u3002\u9019\u4E9B\u4E58\u6CD5\u7684\u7D50\u679C\u70BA\u7406\u8AD6\u6578\u5B57\uFF0C\u5BE6\u969B\u586B\u5145\u7387\u6703\u88AB\u8A31\u591A\u5176\u5B83\u56E0\u7D20\u5F71\u97FF\uFF08\u4F8B\u5982\u986F\u793A\u8A18\u61B6\u9AD4\u7684\u898F\u683C\uFF09\u3002\u904E\u53BB\uFF0C\u586B\u5145\u7387\u88ABATI\u548CNVIDIA\u7B49\u986F\u793A\u5361\u88FD\u9020\u5546\u7528\u4F5C\u6027\u80FD\u6307\u6A19\uFF0C\u4F46\u662F\u96A8\u8457\u5716\u5F62\u61C9\u7528\u7A0B\u5E8F\u74F6\u9838\u7684\u8F49\u79FB\uFF0C\u586B\u5145\u7387\u4F5C\u70BA\u8861\u91CF\u6027\u80FD\u7684\u91CD\u8981\u6027\u4E0B\u964D\u4E86\uFF0C\u7D71\u4E00\u8457\u8272\u5668\u8655\u7406\u55AE\u5143\u7684\u6578\u91CF\u548C\u901F\u5EA6\u8D8A\u4F86\u8D8A\u53D7\u5230\u95DC\u6CE8\u3002 \u7576\u4E00\u7CFB\u5217\u5834\u666F\u975E\u5E38\u8907\u96DC\u6642\uFF0C\u6BCF\u500B\u5834\u666F\u5FC5\u9808\u7E6A\u88FD\u8A31\u591A\u50CF\u7D20\uFF0C\u8A72\u5834\u666F\u7684\u5E40\u901F\u7387\u53EF\u80FD\u6703\u4E0B\u964D\u3002\u5728\u8A2D\u8A08\u5716\u5F62\u5BC6\u96C6\u578B\u61C9\u7528\u7A0B\u5E8F\u6642\uFF0C\u53EF\u4EE5\u901A\u904E\u67E5\u770B\u61C9\u7528\u7A0B\u5E8F\u5728\u4EE5\u8F03\u4F4E\u5206\u8FA8\u7387\u6216\u8F03\u5C0F\u8996\u7A97\u904B\u884C\u6642\u5E40\u901F\u7387\u662F\u5426\u986F\u8457\u589E\u52A0\u4F86\u5224\u65B7\u61C9\u7528\u7A0B\u5E8F\u662F\u5426\u70BA\u586B\u5145\u55AE\u5143\u6EFF\u8F09\uFF08\u6216\u7740\u8272\u5668\u6EFF\u8F09\uFF09\u3002"@zh . . "Fillrate"@it . . "1119363666"^^ . . . "In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card."@en . . . "\u586B\u5145\u7387\u53EF\u4EE5\u5206\u70BA\uFF1A\u50CF\u7D20\u586B\u5145\u7387\u3001\u7EB9\u7406\u586B\u5145\u7387\u3001\u591A\u908A\u5F62\u586B\u5145\u7387\u3002 \u50CF\u7D20\u586B\u5145\u7387\u6307\u7684\u662FGPU\u5728\u4E00\u79D2\u5167\u53EF\u4EE5\u6E32\u67D3\u5230\u5C4F\u5E55\u4E26\u5BEB\u5165\u986F\u793A\u8A18\u61B6\u9AD4\u7684\u50CF\u7D20\u6578\u91CF\uFF0C\u7D0B\u7406\u586B\u5145\u7387\u6307\u7684\u662FGPU\u53EF\u4EE5\u5728\u4E00\u79D2\u5167\u6620\u5C04\u5230\u50CF\u7D20\u7684\u7D0B\u7406\u8CBC\u5716\u5143\u7D20\uFF08\u7D0B\u7406\u5143\u7D20\uFF09\u7684\u6578\u91CF\u3002\u50CF\u7D20\u586B\u5145\u7387\u4EE5\u767E\u842C\u50CF\u7D20/\u79D2\uFF08\u65E9\u671F\uFF09\u6216\u5343\u5146\u50CF\u7D20/\u79D2\u70BA\u55AE\u4F4D\uFF0C\u900F\u904E\u5C07\u5716\u5F62\u8655\u7406\u5668\u55AE\u5143\u7684\u6642\u8108\u901F\u7387\u4E58\u4EE5\u5149\u67F5\u8F38\u51FA\u55AE\u5143\uFF08ROP\uFF09\u7684\u6578\u91CF\u4F86\u7372\u5F97\u3002\u7D0B\u7406\u586B\u5145\u7387\u4EE5\u767E\u842C\u7EB9\u7D20/\u79D2\uFF08\u65E9\u671F\uFF09\u6216\u5343\u5146\u7EB9\u7D20/\u79D2\u70BA\u55AE\u4F4D\uFF0C\u5C07\u5716\u5F62\u8655\u7406\u55AE\u5143\u7684\u6642\u8108\u901F\u7387\u4E58\u4EE5\u7D0B\u7406\u6620\u5C04\u55AE\u5143\uFF08TMU\uFF09\u7684\u6578\u91CF\u4F86\u7372\u5F97\u7D0B\u7406\u586B\u5145\u7387\u3002\u7136\u800C\uFF0C\u95DC\u65BC\u5982\u4F55\u8A08\u7B97\u548C\u5831\u544A\u586B\u5145\u7387\u6C92\u6709\u5B8C\u5168\u4E00\u81F4\u7684\u610F\u898B\u3002\u5176\u4ED6\u53EF\u80FD\u7684\u65B9\u6CD5\u662F\uFF1A\u5C07\u50CF\u7D20\u7BA1\u7DDA\u7684\u6578\u91CF\u4E58\u4EE5\u6642\u8108\u901F\u7387\u3002\u9019\u4E9B\u4E58\u6CD5\u7684\u7D50\u679C\u70BA\u7406\u8AD6\u6578\u5B57\uFF0C\u5BE6\u969B\u586B\u5145\u7387\u6703\u88AB\u8A31\u591A\u5176\u5B83\u56E0\u7D20\u5F71\u97FF\uFF08\u4F8B\u5982\u986F\u793A\u8A18\u61B6\u9AD4\u7684\u898F\u683C\uFF09\u3002\u904E\u53BB\uFF0C\u586B\u5145\u7387\u88ABATI\u548CNVIDIA\u7B49\u986F\u793A\u5361\u88FD\u9020\u5546\u7528\u4F5C\u6027\u80FD\u6307\u6A19\uFF0C\u4F46\u662F\u96A8\u8457\u5716\u5F62\u61C9\u7528\u7A0B\u5E8F\u74F6\u9838\u7684\u8F49\u79FB\uFF0C\u586B\u5145\u7387\u4F5C\u70BA\u8861\u91CF\u6027\u80FD\u7684\u91CD\u8981\u6027\u4E0B\u964D\u4E86\uFF0C\u7D71\u4E00\u8457\u8272\u5668\u8655\u7406\u55AE\u5143\u7684\u6578\u91CF\u548C\u901F\u5EA6\u8D8A\u4F86\u8D8A\u53D7\u5230\u95DC\u6CE8\u3002 \u7576\u4E00\u7CFB\u5217\u5834\u666F\u975E\u5E38\u8907\u96DC\u6642\uFF0C\u6BCF\u500B\u5834\u666F\u5FC5\u9808\u7E6A\u88FD\u8A31\u591A\u50CF\u7D20\uFF0C\u8A72\u5834\u666F\u7684\u5E40\u901F\u7387\u53EF\u80FD\u6703\u4E0B\u964D\u3002\u5728\u8A2D\u8A08\u5716\u5F62\u5BC6\u96C6\u578B\u61C9\u7528\u7A0B\u5E8F\u6642\uFF0C\u53EF\u4EE5\u901A\u904E\u67E5\u770B\u61C9\u7528\u7A0B\u5E8F\u5728\u4EE5\u8F03\u4F4E\u5206\u8FA8\u7387\u6216\u8F03\u5C0F\u8996\u7A97\u904B\u884C\u6642\u5E40\u901F\u7387\u662F\u5426\u986F\u8457\u589E\u52A0\u4F86\u5224\u65B7\u61C9\u7528\u7A0B\u5E8F\u662F\u5426\u70BA\u586B\u5145\u55AE\u5143\u6EFF\u8F09\uFF08\u6216\u7740\u8272\u5668\u6EFF\u8F09\uFF09\u3002"@zh . . . . . "El t\u00E9rmino tasa de relleno (en ingl\u00E9s Fillrate) de p\u00EDxeles se refiere al n\u00FAmero de p\u00EDxeles que una tarjeta de video puede renderizar en pantalla y escribir en la memoria de video, en un segundo o en el caso de la tasa de relleno de texturas, el n\u00FAmero de elementos de mapa de textura (t\u00E9xeles) que una GPU puede mapear a p\u00EDxeles en un segundo. La tasa de relleno de p\u00EDxeles se proporciona en megap\u00EDxeles por segundo(MPx/s) o en gigap\u00EDxeles por segundo(GPx/s), la tasa de relleno de texturas se da en megat\u00E9xeles(MT/s) o gigat\u00E9xeles por segundo(GT/s). La tasa de relleno de p\u00EDxeles se obtiene multiplicando el n\u00FAmero de unidades de salida r\u00E1ster (ROP) por la frecuencia de reloj de la unidad de procesamiento gr\u00E1fico (boost clock) de una tarjeta gr\u00E1fica. GPx/s La tasa de relleno de texturas se obtiene al multiplicar el n\u00FAmero de unidades de mapeo de texturas (TMUs) por la frecuencia de reloj de la unidad de procesamiento gr\u00E1fico (boost clock). GT/s Pese a esta f\u00F3rmula generalizada, no hay realmente un consenso para el c\u00E1lculo y presentaci\u00F3n de las tasas de relleno de texturas. Otro m\u00E9todo posible es: multiplicar el n\u00FAmero de pipelines de p\u00EDxeles por la frecuencia de reloj.\u200B Los resultados de estas multiplicaciones son te\u00F3ricas, ya que la tasa de relleno real depende de muchos otros factores. En el pasado, las tasas de relleno se han utilizado como un indicador del rendimiento de las tarjetas gr\u00E1ficas de los fabricantes de tarjetas de video como ATI y NVIDIA, sin embargo, la importancia de la tasa de relleno como medida de rendimiento ha disminuido a medida que el cuello de botella en las aplicaciones gr\u00E1ficas ha cambiado. Por ejemplo, hoy en d\u00EDa, el n\u00FAmero y la velocidad de las unidades de procesamiento unificado shader ha ganado atenci\u00F3n.\u200B La complejidad de la escena puede aumentar por el sobredibujado dado cuando un objeto es dibujado en el framebuffer y otro objeto se dibuja encima, cubri\u00E9ndolo. El tiempo dedicado al dibujado del primer objeto se pierde, porque este no es visible. Cuando una secuencia de escenas es extremadamente compleja (han de dibujarse muchos p\u00EDxeles por escena), el ratio de fotogramas (frame rate - fps) puede caer. Al dise\u00F1ar aplicaciones que usan gr\u00E1ficos de forma intensiva, uno puede determinar si la aplicaci\u00F3n est\u00E1 limitada por la tasa de relleno viendo si el ratio de fotogramas aumenta dr\u00E1sticamente cuando la aplicaci\u00F3n corre en una resoluci\u00F3n menor o en una ventana m\u00E1s peque\u00F1a.\u200B"@es . "El t\u00E9rmino tasa de relleno (en ingl\u00E9s Fillrate) de p\u00EDxeles se refiere al n\u00FAmero de p\u00EDxeles que una tarjeta de video puede renderizar en pantalla y escribir en la memoria de video, en un segundo o en el caso de la tasa de relleno de texturas, el n\u00FAmero de elementos de mapa de textura (t\u00E9xeles) que una GPU puede mapear a p\u00EDxeles en un segundo. La tasa de relleno de p\u00EDxeles se proporciona en megap\u00EDxeles por segundo(MPx/s) o en gigap\u00EDxeles por segundo(GPx/s), la tasa de relleno de texturas se da en megat\u00E9xeles(MT/s) o gigat\u00E9xeles por segundo(GT/s). GPx/s GT/s"@es . "Die F\u00FCllrate (engl. fill rate, fillrate) ist die Anzahl der Pixel oder Texel, die ein Grafikprozessor in einem bestimmten Zeitraum berechnen und in den Grafikspeicher schreiben kann. Sie wird dementsprechend in Mega- bzw. Gigapixel oder Gigatexel pro Sekunde angegeben. W\u00E4hrend Ende 1996 erh\u00E4ltliche Grafikchips\u00E4tze eine F\u00FCllrate im zweistelligen MT/s-Bereich aufwiesen (so hatte z. B. der Voodoo-Graphics-Chipsatz eine F\u00FCllrate von 45 MT/s), erzielt man im September 2007 fast um den Faktor 1000 h\u00F6here F\u00FCllraten (G80 mit etwa 39 GT/s). Eine weitere Dekade sp\u00E4ter sind die F\u00FCllraten um den Faktor 5 gestiegen (GM200 mit etwa 190 GT/s). Bei modernen Grafikchips tritt, wie auch bei anderen Prozessoren, die theoretische Rechenleistung (FLOPS), aber auch die F\u00FCllrate immer mehr in den Hintergrund, und sie k\u00F6nnen daher nicht mehr als direkte Vergleichsbasis herangezogen werden. Die F\u00FCllrate ist hierf\u00FCr zwar am besten geeignet, kann aber aufgrund der verschiedenen Formen, sie zu errechnen, auch nicht als eindeutiger Vergleichswert herangezogen werden. Zudem setzt der Wert voraus, dass der Prozessor immer mit 100 % Effizienz (ungeachtet seiner Anbindung an das Bus-System oder der Leistung der anderen Komponenten im System) arbeitet."@de . . . . . . . . . "Il Fillrate \u00E8 un parametro per valutare le prestazioni di una scheda video. Esistono due tipologie di fillrate che vengono prese in considerazione: \n* Pixel fillrate - Indica la quantit\u00E0 di pixel che la Graphics Processing Unit (GPU) \u00E8 in grado di scrivere nella memoria video in un secondo e viene misurato in Megapixel/s o, nelle schede pi\u00F9 recenti, in Gigapixel/s. Esso corrisponde al prodotto tra la frequenza di clock del processore grafico e il suo numero di pipeline. \n* Texel fillrate - Indica la quantit\u00E0 di texel (elemento fondamentale di una texture) visualizzabili in un secondo e viene misurato in Megatextel/s. Esso equivale al prodotto tra il pixel framerate e il numero di texture applicabili dal processore a ciascun pixel. Il fillrate, che \u00E8 sempre stato usato come termine di confronto nella battaglia tra le schede video ATI e NVidia, ha via via perso importanza man mano che nell'elaborazione grafica si \u00E8 resa necessaria una potenza di calcolo superiore nello shading e non nel puro fillrate."@it . "Fillrate"@en . . . . . . . . . . . . . . . . . . . . . . "Die F\u00FCllrate (engl. fill rate, fillrate) ist die Anzahl der Pixel oder Texel, die ein Grafikprozessor in einem bestimmten Zeitraum berechnen und in den Grafikspeicher schreiben kann. Sie wird dementsprechend in Mega- bzw. Gigapixel oder Gigatexel pro Sekunde angegeben."@de . "Tasa de relleno"@es . . "4377073"^^ .