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 | S3 Savage3D S3 |
|---|---|
| Overview | |
| Product name | S3 Savage3D |
| Architecture | Savage |
| Generation / family | S3 Savage Series |
| GPU codename | Savage3D |
| Launch date | 1998-08-01 |
| Market segment | Desktop, Mainstream |
| Board type / entry type | Reference GPU |
| GPU | |
| Process node | 350 nm |
| GPU chip | Savage3D |
| Shader processors | 1 |
| ROPs | 1 |
| TMUs | 1 |
| Clocks | |
| Base / Core clock | 125 MHz |
| Memory | |
| Memory size | 8 MB |
| Memory type | SDRAM |
| Memory bus width | 64-bit |
| Bus / Interface | |
| Bus interface | AGP 2x |
| AGP / PCI / PCIe distinction | AGP Legacy graphics interface. |
| Features | |
| DirectX support | DirectX 6 |
| OpenGL support | OpenGL 1.2 |
Overview
Product name
S3 Savage3D (S3)
S3 Savage3D
Architecture
S3 Savage3D (S3)
Savage
Generation / family
S3 Savage3D (S3)
S3 Savage Series
GPU codename
S3 Savage3D (S3)
Savage3D
Launch date
S3 Savage3D (S3)
1998-08-01
Market segment
S3 Savage3D (S3)
Desktop, Mainstream
Board type / entry type
S3 Savage3D (S3)
Reference GPU
GPU
Process node
S3 Savage3D (S3)
350 nm
GPU chip
S3 Savage3D (S3)
Savage3D
Shader processors
S3 Savage3D (S3)
1
ROPs
S3 Savage3D (S3)
1
TMUs
S3 Savage3D (S3)
1
Clocks
Base / Core clock
S3 Savage3D (S3)
125 MHz
Memory
Memory size
S3 Savage3D (S3)
8 MB
Memory type
S3 Savage3D (S3)
SDRAM
Memory bus width
S3 Savage3D (S3)
64-bit
Bus / Interface
Bus interface
S3 Savage3D (S3)
AGP 2x
AGP / PCI / PCIe distinction
S3 Savage3D (S3)
AGP
Legacy graphics interface.
Features
DirectX support
S3 Savage3D (S3)
DirectX 6
OpenGL support
S3 Savage3D (S3)
OpenGL 1.2
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.
