On Sun, 14 Oct 2001, Keith Whitwell wrote:
> On Sun, 14 Oct 2001 14:31, [EMAIL PROTECTED] wrote:
> > On Sun, 14 Oct 2001, Keith Whitwell wrote:
> > > On Sun, 14 Oct 2001 12:59, [EMAIL PROTECTED] wrote:
> > > > On Sun, 14 Oct 2001, Keith Whitwell wrote:
> > > > > > Are you sure ? I am asking because there are newer cards with
> > > > > > 64megs of RAM and they way AGP was marketed is to allow to extend
> > > > > > the amount of offscreen memory..
> > > > >
> > > > > The agp aperture is implemented on the motherboard, nothing to do
> > > > > with which video card you plug in. Some newer chipsets apparently
> > > > > can do an agp apeture
> > > >
> > > > What I meant is that if the card has 64 megs on it and the aperture is
> > > > only 64 megs then chopping off 1-2 megs of aperture space is somewhat
> > > > expensive - isn't it ?
> > >
> > > Why? I don't understand what you mean.
> >
> > Well, if we have an 8mg AGP card we'll have 8:64 - 1:8 video/ram texture
> > ratio. If we change this to 8:62 it will 1:7.75 - not very
> > noticable. Also, at 1:8 ratio it is likely you'll run into bandwidth
> > problems before you utilize all 64mb of AGP aperture.
> >
> > However if you have 64mb AGP card (which is likely 4x) you'll have 64:64,
> > 1:1 that will change to 1:0.96 - still not much, but that extra 2 meg will
> > be more expensive.
>
> Your logic is wrong. The more on-card ram you have for textures the less
For the same application - yes. I was thinking that a more powerful card
will imply more demanding applications, which means more stress on AGP
memory. Furthemore, isn't it used for transfer of textures ?
Vladimir Dergachev
> likely you are to need agp texturing at all. The current radeon driver
> doesn't set up anything like 64mb of agp ram, so there's plenty to spare.
>
> Of course, the best option is to share so that agp ram can be used for
> textures or your buffer according to demand (with your buffer taking
> precedence). This is probably more effort than it is worth.
>
> Keith
>
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