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Medlem

AGP size

hur mycket pts kan man käna in på att ändra AGP sizen? jag har ställt ni på 128mb får 5755pts i 3dmark03 , hur mycket kan det skilja i pts om jag ändrar o hittar den perfekta?

har ett Radeon9800pro 128mb @ 410/356

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Medlem

Du tjänar inte mycket, men den ska stå på hälften av ditt ramminnes kapacitet.

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Medlem

exakt, du tjänar inget på 03 då!
men krävande spel mm kan du tjäna bort laggningar som brukar dyka upp med några sek eller min uppehåll

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Medlem
Citat:

Ursprungligen inskrivet av ZaInT
Du tjänar inte mycket, men den ska stå på hälften av ditt ramminnes kapacitet.

Har den ens nått med raminnet att göra?

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”Det krävs talang för att lira hårdrock medan det räcker med en taskig barndom för att spela hiphop”

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Medlem

AGP Aparturesize använder ramminnet, bla spel använder den att lagra texturer i för att få snabbare tillgång till dom

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Medlem

helften av mitt raminnes kapacitet alltså raminet i datorn eller raminet på grafikkortet?
alltså anintgen 64 eller 256?

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Medlem

Vanliga minnet, inte grafikkortets!

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Avstängd

jah .. så om jag har 512 mb i RAM så ska AGp size vara på 256? om jag har fattat det rätt..
för jag har ett grafikkort gf ti 4200 med 128 mb på ! ?

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the never sleeping man
avatar raderad, animeringar ej tillåtna

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Medlem

mmm, helt rätt!!!

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Medlem

Stämmer ej. Det är bara lite myter hit och dit.
Onödigt att ändra till mer än 128MB. Finns faktiskt en anledning till att det inte är så stor skillnad på kort med 128MB och 256MB, och det är helt enkelt att spel inte använder så himlans mycket grafikminne än.

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Medlem

Läste nån artikel om aperture size, där dom körde lite benchmarks... Man ska v'l ha ett minimum av 64, men över det spelar ingen direkt roll. Har för mig det gick allra snabbast när dom körde 256, men det var en prestandavinst på ungefär 1 promille ;-9

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Medlem

men ju högre jag kör på, desto längre laddar spelen, ex SOFII & vice city från scratch, som då verkar ladda in allt i förväg, annars om man har lite på så laddar den fram på nån liten sekund
så det måste ju användas?

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Medlem
Citat:

Ursprungligen inskrivet av Dalton Sleeper
AGP Aparturesize använder ramminnet, bla spel använder den att lagra texturer i för att få snabbare tillgång till dom

Nej, jag tror grafikkortet för snabbare tillgång till texturerna om den lagrar dem på grafikminnet...

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Medlem

jag ändrade till 256mb istället för 128mb o gick ner 20pts i 3dmark03 ;P

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Medlem

OK, nu har jag testat lite
Körde som:
XP3200+ (200)
Adata PC3200 400MHz 11.2.2.2.9.12 Sync&Dual
9800XT 256MB 411,8/364,5

3DMark(01/03) - AGP Aparturesize (32/64/128/256/512)

3DMark01 v3.30 - 17733/17724/17766/17834/17739
3DMark03 v3.40 - 6326/6330/6324/6319/6323

Vet då inte varför man fick lite mer än dom andra med 256MB i 01, men i stort sätt ingen skillnad melllan alla inställningarna, inte på min burk iaf!

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Medlem

Källa:http://www.adriansrojakpot.com/Speed_Demonz/BIOS_Guide/BIOS_G...

AGP Aperture Size (MB)

Options : 4, 8, 16, 32, 64, 128, 256

This option selects the size of the AGP aperture. The aperture is a portion of the PCI memory address range dedicated as graphics memory address space. Host cycles that hit the aperture range are forwarded to the AGP without need for translation. This size also determines the maximum amount of system RAM that can be allocated to the graphics card for texture storage.

AGP Aperture size is set by the formula : maximum usable AGP memory size x 2 plus 12MB. That means that usable AGP memory size is less than half of the AGP aperture size. That's because the system needs AGP memory (uncached) plus an equal amount of write combined memory area and an additional 12MB for virtual addressing. This is address space, not physical memory used. The physical memory is allocated and released as needed only when Direct3D makes a "create non-local surface" call.

Win95 (with VGARTD.VXD) and Win98 use a "waterfall effect". Surfaces are created first in local memory. When that memory is full, surface creation spills over into AGP memory and then system memory. So, memory usage is automatically optimized for each application. AGP and system memory are not used unless absolutely necessary.

Many people recommend the AGP aperture size should be half of the amount of RAM you have. However, that's wrong for the same reason why swapfile size shouldn't be 1/4 of the amount of RAM you have in your system. As with the swapfile's size, the AGP aperture size required will be smaller as the graphics card's memory increases in size. That's because most of the textures will be stored on the graphics card itself. So, graphics cards with 32MB of RAM or more will require a smaller AGP aperture than graphics cards with less RAM.

If your graphics card has very little graphics memory, then you should set as large an AGP aperture as you can, up to half the system RAM. For cards with more graphics memory, you shouldn't set the aperture size to half the system RAM. Note that the size of the aperture does not correspond to performance so increasing it to gargantuan proportions will not improve performance.

Still, it's recommended that you keep the AGP aperture around 64MB to 128MB in size. Now, why is such a large aperture size recommended despite the fact that most graphics cards now come with large amounts of RAM? Shouldn't we just set it to the absolute minimum to save system RAM?

Well, many graphics card require at least a 16MB AGP aperture size to work properly. This is probably because the virtual addressing space is already 12MB in size! In addition, many software require minimum AGP aperture size requirements which are mostly unspecified. Some games even use so much textures that AGP memory is needed even with graphics cards with quite a lot of graphics memory (32MB).

And if you remember the formula above, the amount of AGP memory needed is more than double that of the required texture storage space. So, if 15MB of extra texture storage space is needed, then 42MB of system RAM is actually used. Therefore, it makes sense to set a large AGP aperture size in order to cater for every software requirement.

Note that reducing the AGP aperture size won't save you any RAM. Again, what setting the AGP aperture size does is limit the amount of RAM the AGP bus can appropriate when it needs to. It is not used unless absolutely necessary. So, setting a 64MB AGP aperture doesn't mean 64MB of your RAM will be used up as AGP memory. It will only limit the maximum amount that can be used by the AGP bus to 64MB (actual usable AGP memory size is only 26MB).

Now, while increasing the AGP aperture size beyond 128MB wouldn't really hurt performance, it would still be best to keep the aperture size to about 64MB-128MB so that the GART table won't become too large. As the amount of onboard RAM increases and texture compression becomes commonplace, there's less of a need for the AGP aperture size to increase beyond 64MB. So, it's recommended that you set the AGP Aperture Size as 64MB or at most, 128MB.

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