Jaton VIDEO208PCI64TWIN Manuale Utente

Pagina di 48
 
38
and textures; the drivers need to handle ten (10) times more extensive 
data. This results in slower 3D pipeline operations between the CPU 
and the graphics controller.   
           
Q5 If we use powerful CPUs, such as a Pentium™ 200, can a standard 
2D graphics card achieve 3D performance? 
Answer 
Yes and no. Software rendering can take advantage of "tricks" learned 
by force of necessity through years of trial and error. With such 
stratagems, the speed of software rendering for simple scenes can 
approach that of low-level hardware 3D rendering. On the other hand, 
as scenes become more complex (or frame sizes become larger), 
there are conflicts between using the CPU for high-level game logic, 
geometry, lighting, and rendering, all of which increase their demands. 
No current CPU or system can perform advanced quality-
enhancements (bilinear filtering and alpha blending) in real time. Even 
general case texture mapping with RGB lighting is too much for the 
current CPU generation. 
           
Q6 What does "software 3D" mean? 
Answer 
Software 3D is generally used to mean using non-specific (2D) 
hardware in conjunction with the CPU to render for 3D applications. 
Some of these techniques allow usable 3D applications when high-
powered and/or MMX™-equipped CPU's are employed along with 
special-case software optimization techniques. As stated above, SW 
3D can achieve credible results with today's (software optimized) 
applications, but the rising popularity of good 3D hardware at the 
consumer price level is inexorably compelling the public to expect 
hardware level scene enhancements and frame rates. 
 
Q7 What is “SGRAM”? 
Answer 
Synchronous Graphics Random Access Memory (SGRAM) is a new 
and improved type of memory, custom-designed for graphics use. 
           
Q8 What is the advantage of as compared to ordinary DRAM? 
Answer 
SGRAM is now capable of running at much higher speeds than Fast 
Page Mode or EDO DRAM. Also, is able to execute a small number of 
frequently executed operations, such as buffer clears, specific to 
graphics applications, independently of the controller.