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 | Trident Blade 3D Trident |
|---|---|
| Overview | |
| Product name | Trident Blade 3D |
| Architecture | Blade 3D |
| Generation / family | Trident Blade Series |
| GPU codename | Blade 3D |
| Launch date | 1998-01-01 |
| Market segment | Desktop, Budget |
| Board type / entry type | Reference GPU |
| GPU | |
| Process node | 350 nm |
| GPU chip | Blade 3D |
| Shader processors | 1 |
| ROPs | 1 |
| TMUs | 1 |
| Clocks | |
| Base / Core clock | 83 MHz |
| Memory | |
| Memory size | 4 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 5 |
Overview
Product name
Trident Blade 3D (Trident)
Trident Blade 3D
Architecture
Trident Blade 3D (Trident)
Blade 3D
Generation / family
Trident Blade 3D (Trident)
Trident Blade Series
GPU codename
Trident Blade 3D (Trident)
Blade 3D
Launch date
Trident Blade 3D (Trident)
1998-01-01
Market segment
Trident Blade 3D (Trident)
Desktop, Budget
Board type / entry type
Trident Blade 3D (Trident)
Reference GPU
GPU
Process node
Trident Blade 3D (Trident)
350 nm
GPU chip
Trident Blade 3D (Trident)
Blade 3D
Shader processors
Trident Blade 3D (Trident)
1
ROPs
Trident Blade 3D (Trident)
1
TMUs
Trident Blade 3D (Trident)
1
Clocks
Base / Core clock
Trident Blade 3D (Trident)
83 MHz
Memory
Memory size
Trident Blade 3D (Trident)
4 MB
Memory type
Trident Blade 3D (Trident)
SDRAM
Memory bus width
Trident Blade 3D (Trident)
64-bit
Bus / Interface
Bus interface
Trident Blade 3D (Trident)
AGP 2x
AGP / PCI / PCIe distinction
Trident Blade 3D (Trident)
AGP
Legacy graphics interface.
Features
DirectX support
Trident Blade 3D (Trident)
DirectX 5
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.
