CPU 1/1
Intel(R) Celeron(R) CPU 2.20GHz
Manufacturer Intel
Family Intel(R) Celeron(R) CPU 2.20GHz
Architecture 32-bit
Internal Clock 2.2 GHz
Internal Clock Maximum 3.2 GHz
External Clock 100.0 MHz
Socket Designation PGA 478
Upgrade ZIF Socket
HyperThreadingTechnology Available - Disabled
Capabilities MMX, CMov, RDTSC, SSE, SSE2, PAE
Version Intel(R) Celeron(R) CPU 2.20GHz
Caches
Level 1 8 KB
Level 2 128 KB
DirectX Info
Version 9.0c
Long Version 4.09.00.0904
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DirectDraw
Version 5.03.2600.2180
Primary Device NVIDIA GeForce4 MX 440 with AGP8X
Display Device 1/1
NVIDIA GeForce4 MX 440 with AGP8X Driver 7.7.7.2
Description NVIDIA GeForce4 MX 440 with AGP8X
Manufacturer NVIDIA
Total Local Video Memory 64 MB
Total Local Texture Memory 64 MB
Total AGP Memory 64 MB
Driver File nv4_disp.dll
Driver Version 7.7.7.2
Driver Date 6-15-2005
Driver WHQL Certified true
Max Texture Width 2048 px
Max Texture Height 2048 px
Max User Clipping Planes 0
Max Active Hardware Lights 8
Max Texture Blending Stages 8
Fixed Function Textures In Single Pass 2
Max Vertex Blend Matrices 0
Max Texture Coordinates 8
VGA Memory Clock 265.5 MHz
VGA Core Clock 249.8 MHz
PCI
Name NVIDIA GeForce4 MX 440 with AGP8X
Vendor ID 0x10de
Device ID 0x0181
SubSystem ID 0x00000000
Revision ID 0x00a2
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Texture Formats
32-bit ARGB [8888]
32-bit RGB [888]
16-bit RGB [565]
16-bit RGB [555]
16-bit ARGB [1555]
16-bit ARGB [4444]
FourCC [DXT1]
FourCC [DXT2]
FourCC [DXT3]
FourCC [DXT4]
FourCC [DXT5]
Capabilities
AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Point Primitive Support, DXT Compressed Textures, Mipmapped Cube Textures, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting
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