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A conventional 3d accelerator, like the G400 doesn´t work that way. It doesn´t have a reserved amount of memory for textures. The Z-buffer, framebuffer and textures are all stored in the memory. If you have a 640x480x16 screen, 16 bit-z buffer, double framebuffer, just that will demand 1800 kb of memory, leaving the rest to textures (lets say 31268 Kb). But if you have the same scene running in 1280x1024x32, 32 bit z-buffer, triple buffering, you´ll have 20480Kb required just for the z and framebuffer. What´s left can be used for textures.
But then we have AGP. When the on-board memory is full, the system memory can be used to store textures, efectively extending the video memory. That has a problem, system memory is much slower than video memory, so when it needs to do AGP texturing, all will slow down.
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