Originally posted by Rags
Yes, only so much memory available is correct. But the action of the software making a request for the data, sending it down to the motherboard's memory, storing it, then the video card using AGP 8X as a means to request the stored data, fetch the data, then send the information back that the operation has completed is taking a whole bunch of memory bandwidth in order for that to even be remotely useful when compared to the software sending it to the card, the card storing and manipulating the data on board. With cards coming out with 256 MB of memory on board, this shouldn't be much of an issue and those that will perform this on board with local memory will be the ones with useful performance. There is no way, with current memory tech or even AGP 8X, the performance level will be acceptable when using the local memory to store the info.(EDIT: unless it is using execution at the motherboard's memory level, and we all know how tricky it is to perform DME with certain motherboard chipsets )
Rags
Yes, only so much memory available is correct. But the action of the software making a request for the data, sending it down to the motherboard's memory, storing it, then the video card using AGP 8X as a means to request the stored data, fetch the data, then send the information back that the operation has completed is taking a whole bunch of memory bandwidth in order for that to even be remotely useful when compared to the software sending it to the card, the card storing and manipulating the data on board. With cards coming out with 256 MB of memory on board, this shouldn't be much of an issue and those that will perform this on board with local memory will be the ones with useful performance. There is no way, with current memory tech or even AGP 8X, the performance level will be acceptable when using the local memory to store the info.(EDIT: unless it is using execution at the motherboard's memory level, and we all know how tricky it is to perform DME with certain motherboard chipsets )
Rags
I never said otherwise either,it'll always be a better solution to have the ability to store as much data as possible in local memory and AGP 8x is only fully used if system memory is fast enough to feed it(IE rambus,DDR 400 sdram,etc...),while still having enough left over for other things like physics,AI,collision detection,sound,etc,but when you run out of video card memory,the joy ride's over...
My argument was always based on the assumption that the system was already equipped with memory fast enough to feed AGP 8x,which rambus is one solution which is pretty cheap and plentifull, but i should have made that clearer, i guess....
Let's imagine a situation where any given part of a level is loaded and you're walking about in it and enjoying all the eye candy since everything is loaded onbard the video card and running very smoothly and you decide to walk towards a door that connects to another room....At some point the graphics engine has to make a visibility determination,relative to your position and load the geometry and texture data as fast as possible....AGP 8x,assuming system memory is fast enough to feed it,is usefull in a situation like that,especially if that particular scene uses lots of polys and high quality textures which could otherwise saturate a standard AGP4x bus...
Btw...did anyone try the demo with a Radeon 8500?...it should run it just fine....
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