GPU Wiki
Compare GPUs
Select up to four GPU Wiki entries to compare matching specifications row by row. The comparison uses the site database and keeps generation-specific specs visibly separate.
Popular comparisons
| Spec | Color Emulation Card ATI |
|---|---|
| Overview | |
| Product name | ATI Color Emulation Card |
| Architecture | Wonder |
| Launch date | 1986-08-04 |
| Market segment | Gaming |
| Board type / entry type | Reference GPU |
| GPU | |
| Process node | 800 nm |
| Die size | 90 mm² |
| GPU chip | CW16800-A |
| Clocks | |
| Base / Core clock | 10 MHz |
| Boost clock | 10 MHz |
| Memory clock | 5 MHz |
| Memory | |
| Memory size | 34 KB |
| Memory type | DRAM |
| Memory bus width | 32-bit |
| Memory bandwidth | 0.02 GB/s |
| Bus / Interface | |
| Bus interface | ISA 8-bit |
| AGP / PCI / PCIe distinction | ISA 8-bit |
| Power | |
| Recommended PSU | 200 W |
| Slot width | Single-slot |
Overview
Product name
Color Emulation Card (ATI)
ATI Color Emulation Card
Architecture
Color Emulation Card (ATI)
Wonder
Launch date
Color Emulation Card (ATI)
1986-08-04
Market segment
Color Emulation Card (ATI)
Gaming
Board type / entry type
Color Emulation Card (ATI)
Reference GPU
GPU
Process node
Color Emulation Card (ATI)
800 nm
Die size
Color Emulation Card (ATI)
90 mm²
GPU chip
Color Emulation Card (ATI)
CW16800-A
Clocks
Base / Core clock
Color Emulation Card (ATI)
10 MHz
Boost clock
Color Emulation Card (ATI)
10 MHz
Memory clock
Color Emulation Card (ATI)
5 MHz
Memory
Memory size
Color Emulation Card (ATI)
34 KB
Memory type
Color Emulation Card (ATI)
DRAM
Memory bus width
Color Emulation Card (ATI)
32-bit
Memory bandwidth
Color Emulation Card (ATI)
0.02 GB/s
Bus / Interface
Bus interface
Color Emulation Card (ATI)
ISA 8-bit
AGP / PCI / PCIe distinction
Color Emulation Card (ATI)
ISA 8-bit
Power
Recommended PSU
Color Emulation Card (ATI)
200 W
Slot width
Color Emulation Card (ATI)
Single-slot
Muted cells indicate unavailable, not applicable, or not directly comparable specifications.
Frame rates compare runs of the same game at the same quality preset on one test system. DLAA counts as native resolution, because it applies anti-aliasing at full render resolution rather than upscaling; DLSS and FSR upscaling are never counted as native. Where a capture named ray tracing without a readable on or off value, it is read as on.
