Op Kert's Page worden alle functies van de PowerVR 250 onder het licht gehouden. Wat wel met zich meebrengt dat het voor de leek niet altijd even begrijpelijk is.
The TSP, as the name implies, performs standard texturing and shading operations using texture co-ordinates and RGB iterators of visible polygons as inputs. As only visible polygons are processed, texture bandwidth is only a fraction of conventional polygon based graphics processors when depth complexity is more than one. For the same reason, the number of polygons that need to be rendered per scene is also a fraction of that of conventional accelerators. The upshot of this is that the fillrate of the PowerVR 250 chip that is needed to achieve equivalent framerates in a uni-texture game with a depth complexity greater than unity is a fraction of a polygon based chip.