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Oh! NO! 3D Spotlight got their G400 and it doesn't...

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  • Oh! NO! 3D Spotlight got their G400 and it doesn't...

    Like me (and many others), Julio from <a href="http://www.3dspotlight.net/">3D Spotlight</a> was having some problems keeping his G400+BH6 from crashing in AGP2X mode.

    I guess it's a well known problem now...
    P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

  • #2
    Gee, you knew about AGP X 1 for about a month now.

    Maybe you should be writing reviews. </a>

    Also, how come some folks do not see a performance improvement between X 1 and X 2 AGP?



    [This message has been edited by SCompRacer (edited 09-20-1999).]
    MSI K7D Master L, Water Cooled, All SCSI
    Modded XP2000's @ 1800 (12.5 x 144 FSB)
    512MB regular Crucial PC2100
    Matrox P
    X15 36-LP Cheetahs In RAID 0
    LianLiPC70

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    • #3
      Writing reviews? Why, we have so many talented reviewers already... Besides, I'm used to getting paid for that sort of stuff.

      About the performance: AGP transfers are only invoked when necessary, meaning when textures are to be loaded into local video memory. Typically, textures are loaded at the beginning of a scene/level and that's that - you play using the textures in local video memory, and the AGP mode is no longer an issue.
      That is, unless available on board memory is insufficient to contain all textures (ie. 3DMark99 16/32MB tests, Q2 crusher, Q3 at highest detail, etc).
      Since the video memory is also used for double and triple buffering, the AGP1X performance hit will kick in at about 12MB for a 32MB card with triple buffering enabled.

      Now most of today's games don't use more than 12MB of textures (at the same time), so... there you go.

      [This message has been edited by Scytale (edited 09-20-1999).]
      P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

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      • #4
        Thanks...I am no longer ignorant about this subject due to your clear, concise explanation.
        MSI K7D Master L, Water Cooled, All SCSI
        Modded XP2000's @ 1800 (12.5 x 144 FSB)
        512MB regular Crucial PC2100
        Matrox P
        X15 36-LP Cheetahs In RAID 0
        LianLiPC70

        Comment


        • #5
          Rich, thank you for actually reading all this bull...
          P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

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          • #6
            Well, Isn't agp2x also helpful for writing up LARGE jpeg images or displaying the next browser-image? I mean, something else than texturing HAS to go through that AGP bus right? ¦ )

            ---------------------
            I wish I lived on a planet that had two suns---regular sun and "rogue" sun. That way, when somebody asked me what time it was, I'd say, "Regular time?" And they'd say, "Yeah." And I'd say, "Sorry, all I have is rogue time." It'd be fun to be a stuck-up rogue-time guy.

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            • #7
              It goes through the bus allright, but apparantly bandwidth is not the limiting factor for 2D...
              P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

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              • #8
                Scytale

                I don't think tripple buffering means all the textures are triple buffered! Only the frame buffer!
                Which means 7,3 MB for buffering at 1600x1200 32bit. Then you've >24MB for textures.

                Helmchen

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                • #9
                  Yes, you're right, it's the frame buffer being doubled/tripled.
                  But at your suggested 1600x1200x32 double buffering would take up 14.6MB (actual frame buffer + one copy), triple buffering would count for 21.9MB (frame buffer + two copies), leaving about 10MB for textures... right?
                  P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

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                  • #10
                    32bit = 4B? 1600x1200x4B = 7680000B. Triple Buffer => 3x7680000B = 23040000B = 22MB.

                    So that leaves you with -6MB for textures when using 16MB G400, and 10MB with 32MB on board.
                    Don't tell me AGP speed does not matter if you have negative amount of memory available on board..

                    _
                    B


                    [This message has been edited by Buuri (edited 09-21-1999).]

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                    • #11
                      Looks like we agree on that
                      P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

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                      • #12
                        I'm so stupid

                        forgot the 3x for tripple buffering! but what I said is still right! Only framebuffer is tripple buffered!

                        So you've more than 12MB textures at actual gaming resolutions!

                        Helmchen

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                        • #13
                          Well, 12MB is oversimplified but I think it's a fair number. In reality it's depending on actual resolution, color depth, buffering, and antialiasing.
                          P3@600 | Abit BH6 V1.01 NV | 256MB PC133 | G400MAX (EU,AGP2X) | Quantum Atlas 10K | Hitachi CDR-8330 | Diamond FirePort 40 | 3c905B-TX | TB Montego A3D(1) | IntelliMouse Explorer | Iiyama VisionMaster Pro 17 | Win2K/NT4

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                          • #14
                            Face it, FXT1 is a *must* in the G800 UltraMax



                            ----------------------
                            Why do the caterpillar and the ant have to be enemies? One eats leaves, and the other eats caterpillars. Oh, I see now.

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                            • #15
                              i may be wrong with this statement "it just came to me"

                              agp textureing runs thrugh your system ram right. maybe the problems are related to memory chips and not the mobo. i have a abit bh6 p2350 ant 464 and nec pc100 memory with nec pcb's (real nec produced ram) and i have no problems with agp 2x works fine no crashes bugs ect..... now with that turbo mini gl comeing out im thinking p3 450 retail and clock that sucker at 550 something.

                              any way what memory chips are you useing. those who are haveing problems and those who are not.

                              ------------------
                              I think I need help. I'm not sure what do you think, do I need help?
                              msi 6167 mobo k7 500 wk41 now at 650. 256 meg ram ,addtronics case w 250watt sp power supply, matrox g400, maxtor diammax 2500+ 10gig hd,10x aopen slot dvd, 3com 10/100 nic, sb live xgamer sound card, efecent networks dsl modem, dlink 701i dsl router/firewall, lots of controlers (joystick throttle rudder raceing wheel), 19in ctx monitor, logitech mouseman wheel usb, and klipsch promedia v2-400 speakers. win98 oem and win2k pro dual boot.

                              noel
                              it's times like this that make me think of my fathers last words....

                              Don't son that gun is loaded.

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