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Pushing The 512MB Barrier On Video Cards

Hack Jandy writes "Remeber your ancient TNT graphics card that had 16MB of memory? ATI is pushing the texture barrier by incorporating 512MB in their newest X850 video card lineup. The catch? Even ATI acknowledges there will probably be no performance benefits to bumping the memory support from 256MB to 512MB as the cards are 'intended to demonstrate the next-generation capability to gamers." An anonymous reader points out that Gainward (which sells NVidia-based graphics cards), will shortly introduce its own 512MB card, according to Hexus.net.

82 of 525 comments (clear)

  1. Never had one. by JFMulder · · Score: 2, Funny

    But I remember upgrading my Cirrus Logic video card to a whooping 2 megs in 1995.

    1. Re:Never had one. by Waffle+Iron · · Score: 2, Interesting

      I don't remember about CGA, but the original IBM EGA cards (precursors to the VGA) had 128K. They used a stupid non-square 640x350 aspect ration to fit it into physical video RAM at 4 bits per pixel, and they used an unbelievably insane logic scheme to map it into bus memory space at 1 bit per pixel.

    2. Re:Never had one. by plover · · Score: 2, Interesting
      My 80 column mono card didn't have its own memory. It used a 2KB memory mapped area of the main system RAM. Over an 8-bit ISA bus.

      You kids and your fancy-schmancy color graphics adapters. Pah!

      --
      John
  2. 512 is better by mrtroy · · Score: 5, Funny

    Because it is bigger than 256.

    TWICE as big!!!

    If my email tells me anything, size DOES matter.

    --
    [I can picture a world without war, without hate. I can picture us attacking that world, because they'd never expect it]
    1. Re:512 is better by NanoGator · · Score: 5, Insightful

      "If my email tells me anything, size DOES matter."

      Seeing as how most of the 'realism' of a 3D game comes from detailed textures, yes, size of texture ram does matter.

      --
      "Derp de derp."
    2. Re:512 is better by maglor_83 · · Score: 5, Insightful

      I find most of the realism comes from the physics engine. The texture just makes it look a bit prettier, but by no means makes the game any better.

    3. Re:512 is better by NanoGator · · Score: 5, Interesting

      "If my email tells me anything, size DOES matterI find most of the realism comes from the physics engine. The texture just makes it look a bit prettier, but by no means makes the game any better."

      I didn't say it makes the game better. And yes, I should have defined 'realism' a little more clearly. I meant the rendered visuals of it, not the motion of it. You can do a lot more to make an image 'photo-real' with greater texture resolution than you can do with faster processing etc. Ask anybody who's played Doom 3. The normal mapping in that game, love it loathe it, did a great deal more to the visual detail of the game than adding a few more polygons to the scene.

      --
      "Derp de derp."
    4. Re:512 is better by gardyloo · · Score: 3, Funny

      Call me when their dials go to 11.

    5. Re:512 is better by Ravenscall · · Score: 5, Funny

      It is not the size of the RAM, but the motion of the engine.

      --
      You say you want a revolution....
    6. Re:512 is better by Anne+Thwacks · · Score: 2, Funny

      "You are in maze of twisty passages, all alike"

      --
      Sent from my ASR33 using ASCII
    7. Re:512 is better by Have+Blue · · Score: 2, Insightful

      Current games were developed targeting 64 or 128MB graphics cards as the majority and 256MB as the high end, so there are very few scenes with more than 128MB of content in them. Adding more RAM will not increase performance or quality in this case, since it's just left empty. Games won't begin to really take advantage of 512MB of VRAM until a significant percentage of the market owns it.

    8. Re:512 is better by cbreaker · · Score: 2, Funny

      Unfortunately, the game engine is so slow sometimes you'd think you were software rendering anyways, even on the fastest machines available today.

      With a 512MB board, it would be a very pretty turn-based game =)

      --
      - It's not the Macs I hate. It's Digg users. -
  3. Different things pushing memory increases by suso · · Score: 4, Insightful

    "Remeber your ancient TNT graphics card that had 16MB of memory?

    Man you were lucky. I had to deal with a 1MB video card in my job workstation.

    Honestly, its not all that impressive to see these high numbers for video card ram. Different needs pushes the limit nowadays. It used to be pushed to deal with higher color palettes at higher resolutions. Now its all about texture mapping.

    1. Re:Different things pushing memory increases by mizhi · · Score: 2, Funny

      I remember when we had deal with 256 lbs of slate that we scratched with sharp pebbles. Monochrome displays that refreshed at .00075 hz. To get color, we had to go kill something.

      meh.

      --
      Humorless sig goes here.
  4. Fast and Big mem by Fox_1 · · Score: 5, Funny

    with 16 pixel and 6 vertex pipelines clocked at 540MHz. The graphics card's 512MB of DDR3 SDRAM operate at 1180MHz speed and have 256-bit memory interface.
    Kinda sad but this card is more powerful then my PC on it's stats alone

    --
    The rock, the vulture, and the chain
    1. Re:Fast and Big mem by Ironsides · · Score: 4, Insightful

      Kinda sad when your video card has more ram than first/second/third computer had disk space (combined). Your processor has more cache than your first comp had ram. And I'm waiting for the day that a processor has more cache than my first comp had disk space.

      --
      Fly me to the moon Let me sing among those stars Let me see what spring is like On jupiter and mars
    2. Re:Fast and Big mem by Grayputer · · Score: 3, Informative

      --
      And I'm waiting for the day that a processor has more cache than my first comp had disk space.
      --

      *sigh* you HAD to mention that, some of us are already there ...

      The 8 inch floppies (pre hard drives) on some of the kits had 200K disk (180K, 160K, I forget), the pentium processors (300 mhz & 333 mhz) I just tossed out had 512K cache so I'm sure the ones running ( 1+ ghz & 3+ ghz) exceed the drive drive size.

      I'm not sure what size floppy drives the C64 and Vic 20 had, I think ~180K for the 1541 model. I THINK the CBM 8032 had a 5MB hard drive option. The old Apple floppies were small too, not sure about the hard drive option where it finally arrived. So yeah, I've passed the 'first drive' level and am now waiting for first hard drive.

  5. translation by British · · Score: 5, Insightful

    Even ATI acknowledges there will probably be no performance benefits to bumping the memory support from 256MB to 512MB as the cards are 'intended to demonstrate the next-generation capability to gamers."

    Translation: Even though it's not practical, we'll sell it since gamers will buy it.

    1. Re:translation by sosume · · Score: 4, Funny

      Translation: Even though it's not practical, we'll sell it since gamers will buy it.


      l4m3r> W00t, I got me new gfx :D
      l0zr> What, cant be faster than my x800, lamo!
      l4m3r> but wait, its got half a gig of ram!
      l0zr> wooooah, joo r000lz!
      l4m3r> lets play quake 1!
      l0zr> yeah, th4ts sooooo 0ldsk00l!

    2. Re:translation by Spy+Hunter · · Score: 2, Informative
      512 MB video RAM *is* practical, for some applications. The Slashdot blurb missed the point. More video RAM doesn't have performance benefits*, it has quality benefits. It allows more and higher quality textures and innovative new rendering techniques.

      Your current games likely won't use 512 MB of video RAM, so you're right that it isn't practical to buy one of these just now for gaming (and gamers will probably buy it anyway). But future games will benefit with more realistic graphics, and other 3D card applications (3D modeling, visualization, offline rendering, vector processing, accelerating next-gen GUIs like Xorg/Longhorn) could definitely use the extra room immediately.

      * well, it could have performance benefits if you're already using more textures than your video RAM can hold and thus spilling over into main RAM. But games go to great pains to avoid this so you likely aren't.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    3. Re:translation by CyberKnet · · Score: 3, Insightful

      For as long as I can remember, people have been touting the "There aren't games to fully utilize it right now, but just wait till [6,9,12] months from now!" line when trying to justify either a sale or a purchase.

      I dont get it.

      Historically, the price of video cards has dropped by around 50% over the course of 12 months. Why are people paying todays prices so they can play tomorrow's [or more!] games?

      The only reason I can think of is penis waving. So they can say "mine is bigger than yours!".

      If it were otherwise then they would have waited until the game that needed it came out.

      --
      Video meliora proboque deteriora sequor - Ovidius
    4. Re:translation by Chandon+Seldon · · Score: 4, Insightful

      Don't complain. It's the people making that call who are driving the price decrease that lets you buy the card cheap 6 months later.

      --
      -- The act of censorship is always worse than whatever is being censored. Always.
  6. No performance benefits? by Peter+Cooper · · Score: 4, Informative

    The catch? Even ATI acknowledges there will probably be no performance benefits to bumping the memory support from 256MB to 512MB

    There certainly will be if you want to run Doom 3 (or Half Life 2 - I think?) with totally maxed out texture quality. From all the hoop-la I remember surrounding the Doom 3 launch, even 256MB of memory isn't as much as Doom 3 in Max mode will want to use.

    1. Re:No performance benefits? by Neophytus · · Score: 2, Interesting

      That's more like it - games being designed beyond current specs! I'm sick of finding a game looks "dated" not a few months after it's release because the developers capped the top specs at what I can still run on (admittedly good) 2003 hardware.

    2. Re:No performance benefits? by FoolishBose · · Score: 2, Insightful

      If you use uncompressed textures on Ultra setting, it tries to use 512 MB of video memory. I really doubt that the difference quality is really noticeable during actual gameplay. However, hardware review sites love to take screenshots and magnify them 1000x to analyze the lines on ceiling tiles, so I guess it will make them happy.

    3. Re:No performance benefits? by rmarll · · Score: 2, Interesting

      Everquest II wants 512 mb for their max setting as well. And it will probably help a *lot* performance wise as the drop off in performance as image quality improves is significant.

      For games, while a little improvement of texture resolution can help some, the real benefit (IMHO) will be in variation of textures. MMORPG type games (such as Everquest II) have a much more noticeable issue with limited ram. Most of the variation in second gen titles have worked around some of this with geometry and tinting instead of textures, but there is still a lot of sameness in the games.

      This is also an issue for other types of games. Repeating textures and armies of cloned combatants are a couple of examples of working with limited texture space. Developers have more of a choice in presenting even sharper images and/or greater variety of images in their games.

  7. Well make it useful in a creative way by FerretFrottage · · Score: 5, Interesting

    Why not create special drivers that allow you to use the unused vid ram as a ramdisk? If a game requires more than 256MB, then default the temp area back to file storage, but if you are only using 128-256MB for video, then let me do something useful with the remainder.

    --
    "Look Lois, the two symbols of the Republican Party: an elephant, and a fat white guy who is threatened by change."
    1. Re:Well make it useful in a creative way by garcia · · Score: 4, Informative

      You mean like this (2002)?

      Or also seen here.

    2. Re:Well make it useful in a creative way by TheRaven64 · · Score: 3, Interesting

      While this might be almost sensible with PCI-Express, AGP is horribly slow at transferring data from the card to the system (the screen is a write-only device, and AGP was designed taking this into account).

      --
      I am TheRaven on Soylent News
    3. Re:Well make it useful in a creative way by kesuki · · Score: 3, Interesting

      and PCI-express was written realizing the modern GPU has 300 million transistors.. and even if they're specifically programmed for manipulating graphical data, there are a lot of Professional Graphic Content Creation programs that could benefit greatly from having a 300 million transistor co-processor when rendering. So AGP was written quite shortsightedly in making the connection primarily one directional.

  8. A use for this by ZWheel · · Score: 5, Interesting

    I seem to remember someone writing a linux kernel module that lets you use extra video mem as a very fast virtual drive.

  9. Now... by inertia187 · · Score: 5, Funny

    Even ATI acknowledges there will probably be no performance benefits...

    Now if we can just get those razor manufacturers to say the same about that 5th blade.

    --
    A programmer is a machine for converting coffee into code.
  10. possible max by BibelBiber · · Score: 2, Interesting

    What would actually be the possible maximum for graphic cards memory to use in terms of texture and so on. Is it depending on screen solution or on other things?

  11. Scientific Applications by ghoti · · Score: 5, Interesting

    This may not do much for games, but for scientific applications, especially visualization of large datasets, this is great. The visualization community has been using the advances made for gaming over the last years, and it's amazing what you can now do on the GPU: flow simulation, interactive visualization of large volumetric datasets with complex transfer functions, shading, etc.
    For these applications, the more memory, the better.

    --
    EagerEyes.org: Visualization and Visual Communication
    1. Re:Scientific Applications by graphicsguy · · Score: 2, Interesting

      You are just wrong. Consumer cards have much better price/performance. In fact, the workstation cards by NVIDIA, for example, do not offer much beyond the consumer cards. They operate at lower clock rates for much more money. Other vendors' workstation cards may offer more VRAM and certification, but generally lack the cutting edge programmability features (which are definitely used for scientific visualization).

  12. Old fart... by stefanb · · Score: 2, Interesting
    Remeber your ancient TNT graphics card that had 16MB of memory?
    Boy, was I happy when I got my Video 7 VRAM card with a whopping 512 kilobyte of RAM... but this is so long ago, it doesn't seem real anymore.

    Cue Monty Python "uphill both ways, and we liked it" skit...

  13. General GPU Programming by mjinman · · Score: 5, Interesting

    The move might not matter a whole lot to the normal gamer, but those of us who are researching/using video cards as fast vector coprocessors love this as it increases the matrix (texture) size we can do operations on. (I especially love it since some of my stuff runs 40x on my Radeon X800 than my Athlon 64 - its all linear algrebra, finite difference codes)

    1. Re:General GPU Programming by WasterDave · · Score: 3, Interesting

      Ah, good. Someone that actually does this.

      What's the precision like? Good? Good enough?

      Cheers,
      Dave

      --
      I write a blog now, you should be afraid.
  14. yeesh by mattdm · · Score: 3, Funny

    "Remeber your ancient TNT graphics card that had 16MB of memory?"

    Okay, I knew the average age of slashdotters wasn't exactly "is allowed in most bars", but, yeesh, 1999 is now ancient?

    Cue the "I remember whens"!

  15. Almost Absurd by ewhac · · Score: 5, Interesting

    "Would you like to mount unused graphics RAM as a swap device?"

    Seriously, what's all that RAM used for when you're not playing games? It's still eating power; you may as well use it for something...

    Schwab

    1. Re:Almost Absurd by Queer+Boy · · Score: 2, Interesting
      Seriously, what's all that RAM used for when you're not playing games?

      Compositing and texturing my windows and desktop.

      --
      Not since Marie-Antoinette played milkmaid has looking simple and honest been so fake and complicated.
  16. Okay... by ndykman · · Score: 4, Interesting

    Wow. It really says something about the gaming market when you have a card whose outward specifications looks like a P3 machine (and a nice one). 540Mhz Core (CPU) Clock, 512MB of memory. And of course, lots of overclocking.

    Here's a question. When will the GPU companies have to start playing tricks when the clock speeds finally give way to things like, oh, trying to cool a damn computer on a card without sounding like a jet plane is in your room becomes an issue. Like, well, now?

  17. In my day... by William_Lee · · Score: 2, Interesting

    We didn't use separate memory for video processing...

    We used custom video coprocessors named Denise running at 7 mhz and we liked it.

    Back then we didn't need all these fancy colors, 4096 was plenty!

  18. This is why sound cards are no big deal! by Anita+Coney · · Score: 4, Insightful

    Ever wonder why GPUs are such a big deal and sound cards are such an after thought? It's all about numbers. ATI and nVidia can increase clock speed and double memory and make it look really impressive. Sound cards can't really do that.

    If I were Creative I'd start including massive amounts of RAM on my cards. Plus, I'd throw a CPU in there too, if there isn't one already, and start hyping the clock speed. I'd even have a program to overclock both.

    That way all the ignorant fanboys would start buying them simply for bragging rights.

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
    1. Re:This is why sound cards are no big deal! by maglor_83 · · Score: 2, Insightful

      It's all about numbers. ATI and nVidia can increase clock speed and double memory and make it look really impressive. Sound cards can't really do that.

      That and the fact most games spend no time on the sound, so they don't make use of anything a sound-card has to offer.

    2. Re:This is why sound cards are no big deal! by Anonymous Coward · · Score: 4, Funny

      It's all about numbers. ATI and nVidia can increase clock speed and double memory and make it look really impressive. Sound cards can't really do that. Rubbish. My 512.1 sound card will rock the audio world... They're a bugger to set up, though... "Front left. Front slightly less left. Not quite so front but still on the left"...

    3. Re:This is why sound cards are no big deal! by glsunder · · Score: 3, Funny

      When I overclocked my soundcard, I thought I had broke it. The dog wasn't happy either.

    4. Re:This is why sound cards are no big deal! by tsangc · · Score: 5, Informative

      Ever wonder why GPUs are such a big deal and sound cards are such an after thought?


      I think the reason why soundcards don't change very much because the fundamental methods of generating sound isn't compute intensive.


      With 3D video, you're computing the display output, ray tracing, shading, whatever it is. Algorithms not samples define the visuals. Certainly there are "samples" (ie, texture maps) but these themselves need to be rendered through computation. At the same time, resolutions for display are increasing, requiring more computational horsepower. Hence a need for progressively faster CPUs to drive larger, more details and faster framerate visuals.


      With audio, a lot of the audio world is still sample based--there usually aren't algorithms generating sounds from fundamental principals. If there are, it's in a highly specific use (ie, virtual instruments in something like Cubase, which uses the main CPU) or it's in some sort of environmental processing, like DSP effects, positioning etc which don't require that much performance past existing products today that have integrated DSPs. That and audio resolution in general isn't increasing--not at a rate compared to someone going from a 800x600 to 1920x1280 pixel display. Even adding extra channels doesn't seem to drive this requirement further.


      As a result, I guess you just don't see the requirement to have "more powerful sound cards".

  19. What's the limit? by AK+Marc · · Score: 3, Funny

    The most anyone would ever need for video RAM is 640 MB. You can quote me on that.

  20. Who had more RAM? by dpilot · · Score: 2, Interesting

    When I first got my G400 and plugged it into my K6-3, the G400 had 32MB and the K6-3 had 64MB. That the two are in the same ballpark seems crazy.

    Now the K6-3 is still in service, though upgraded to 192MB. But the new GEForce we got for the kids' computer (equipped with 512MB) came with 256MB, more than my main desktop, and half as much as it's resident machine.

    On a more serious note, it would be interesting to understand how transient the data in that graphics card is, and how much main memory you need in the PC in order to pump enough data into the graphics card to really use all of that graphics ram.

    --
    The living have better things to do than to continue hating the dead.
  21. I can't believe I'm going to admit this, but... by robyannetta · · Score: 3, Informative
    I play EverQuest 2. [flame on]

    In the game, I have the option of clicking an "Extreme performance" tab that will tax the hell out of my video card (if it can handle it).

    Sony's software has a warning that says "...to be used on video cards with a minimum of 512MB video memory..."

    I have a Geforce 6800 with 256MB of DDR3 memory and dual 400MHz RAMdacs. This "Extereme performance" option taxes the hell out of the card. I'm getting one frame per second in this mode!

    It is really how much memory you have, or should they just add more processing power to the cards? Perhaps a quad RAMdac?

    --
    - Just my $0.02, take with a grain of salt, your mileage may vary.
    1. Re:I can't believe I'm going to admit this, but... by Proc6 · · Score: 2
      You'll be interested to know that Everquest II was designed completely shittily (is shittily a word?). It uses nothing higher than Pixel Shader 1.0, and uses the GPU on your card for almost nothing.

      EQ2 is almost entirely bottlenecked by the CPU of the machine. This has been proven by shader dumps, performance comparisons between card and CPUs and the fact that if you watch your GPU temp will remain idle when playing EQ2 but max out on Doom3 for example. SOE can't code a game for shit, and the fact they have the NVidia logo plastered on everything including the splash screen yet at least 1,235 posts worth of people including me get god awful frame rates at stuttering at any performance setting, proves this. Just a reminder, don't buy a new video card thinking it will help with EQ2's graphics performance. The fps difference between a Ti4200, ATI 9800, and GeForce 6800 Ultra is very small. Get a faster CPU, or better yet, spend your money on a game written by programmers who don't have "C++ for Dummies" sitting on their desk next to them as they write game engine code.

      Whats taxing your system on Extreme Quality setting is all CPU related, your GFX card is still sitting idle mostly.

      --

      I'm Rick James with mod points biatch!

    2. Re:I can't believe I'm going to admit this, but... by Spy+Hunter · · Score: 2, Informative

      What is likely happening is: the card is hardly used at all; it is sitting there idle most of the time. The bottleneck is elsewhere. Specifically, since you don't have enough video RAM to store all the textures, the rest are stored in system RAM and copied over the AGP or PCI Express bus every frame (like el cheapo video cards used to do). This is the reason video RAM exists: using main memory over an AGP or PCI Express connection is extraordinarily slow in comparison.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
  22. Shoes to fill out by MyIS · · Score: 4, Informative

    I think this is great. And there is already software to fill out these new specs too.

    There is a next generation of engines that make the gap smaller and smaller between real-time graphics and rendered animated films. Take a look at this Unreal Engine 3 page for example.

    What makes these new engines exciting is not just the fancy graphics. Increasing the resources on the hardware ultimately allows for a much more streamlined art pipeline, easier engine development and overall a faster and simpler product creation.

    --
    http://zero-to-enterprise.blogspot.com/
    1. Re:Shoes to fill out by StikyPad · · Score: 2, Insightful

      Eh.. this guy still looks unnatural to me. The chains around him STILL look like the flat textures they are, as do his teeth, and the joints on the gun. I'm sure the chains will stretch unnaturally as the creature moves, and the barrel of the gun is still a hexagon.

      There's still a long way to go and, in fact, I don't think we'll ever reach the point where a single processor will be capable of creating an image on the fly that matches the quality of a prerendered.

  23. Maybe Id's taking a year off dead for tax reasons. by Thud457 · · Score: 5, Funny

    "It's the weird color-scheme that freaks me. Every time you try to operate one of these weird black controls, which are labeled in black on a black background, a small black light lights up black to let you know you've done it."

    --

    the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

  24. Re:Is there any benefit by TLLOTS · · Score: 2, Interesting

    Actually there is, but you'll only like to see any real benefit in terms of games etc. at a much later date since games are typically created for the most common hardware, not the best hardware. I have no doubt that in time there will be many many games that will demand over 1GB of ram on our graphics cards, but that will be sometime off.

    Of course with other applications for graphics cards being sought now as well, using them in scientific computing tasks etc. this may very well be useful even today. I guess time shall tell ultimately.

  25. The extra 256Mb is useless? by winkydink · · Score: 2, Funny

    I guess then its only purpose is to help make up for other, um, shortcomings?

    --

    "I'd rather be a lightning rod than a seismometer." -Ken Kesey

  26. 640k by Anonymous Coward · · Score: 3, Funny

    You'll never need more than 640k...

  27. So..... by TrevorB · · Score: 2, Interesting

    If it has 512MB of memory, and a hefty GPU, can it run Linux?

  28. Not Funny by spin2cool · · Score: 2, Funny

    I still use a 16 MB card, you insensitive clod!!

  29. My memory increases by famazza · · Score: 2, Interesting
    • 1992 - 286 (third world country) - Trident 256KB

    • 1995 - 486 - Trident 1MB
      2001 - K6II - Diamond 32 MB
      2004 - Atlhon XP - ATi 128 MB

    Probably I'll reach 512 MB in 2010.

    --

    -=-=-=-=
    I know life isn't fair, but why can't it ever be un-fair in MY favor!?
  30. Nothing new here... 512mb is common... by purduephotog · · Score: 2, Informative

    ... on higher end video cards, that is.

    3D Labs WildCat VP990 Pro 512mb
    Quadro FX4400 PCI-EXPRESS SLI 512MB.
    I think Dome makes the 3rd card I'm thinking of - 512mb there too (or maybe we asked them to, I can't remember).

    So .... yeah. 512mb in a CONSUMER card? Sounds good. But that's really nothing new at all for professional cards....

  31. Re:Maybe Id's taking a year off dead for tax reaso by sport_160 · · Score: 2, Funny

    Don't push it again.

  32. My card by pyro_dude · · Score: 2, Interesting
    Remeber your ancient TNT graphics card that had 16MB of memory?

    No. I am still using the ATI All in Wonder that I found mispriced at $30 instead of $180 at CompUSA (and they had no problem giving it to me at the lower price, even when I informed them about it). It must be from the late 90s, cause I have upgraded just about all my stuff except my speakers since I got my computer in 98, but that has remained the same. It has 8 MB of memory.

    And yet I have now gotten a Viewsonic monitor, which the card can keep running at 1600x1200/87/16 bpp flawlessly, plus the card's TV tuner lets me watch all the Knicks games (or whatever I prefer, I don't watch much TV these days) I want on the 21" screen that tops out my old 13" TV set.

    I see no reason to buy a new graphics card. (If I weren't a pure coder, maybe I'd upgrade it for games, but I generally dont do much gaming, certainly not anything mainstream.)

    The real kicker is, if I had sent in the $20 rebate, all this would have cost me only $10.

    --
    --pyro_dude
  33. The 512MB barrier has already been broken by songofthephoenix · · Score: 4, Informative
    The Wildcat Realizm 800 already broke that barrier:

    640MB GDDR3 total memory

    512MB GDDR3 unied memory with 512-bit-wide interface bus

    128 MB GDDR3 DirectBurst memory with 128-bit-wide interface bus

    Full Specs Here

    1. Re:The 512MB barrier has already been broken by RzUpAnmsCwrds · · Score: 2, Insightful

      3DLabs pixel shader / vertex shader implementation is broken and incomplete. Forget about DOOM3, Half-Life 2, FarCry, or other modern games rendering properly.

  34. Re:Is there any benefit by Filiks · · Score: 2, Insightful

    It will lower prices on the 256MB versions and all the cards beneath, giving me better deals when I pay $200 for a 7 month-old card that still plays the latest and greatest just fine.

  35. Use the extra memory for 3D Models by DarrinWest · · Score: 2, Interesting

    I would like to be able to use this memory to store the 3D models. Anything to get stuff off the front side bus. If there is room for models *and* textures on the graphics card, the only thing on the FSB are camera commands and model modification requests.

    I would be interested in seeing what effect that decompositoin would have on data rates. How big are the BSP trees describing a scene? What is the tipping point where it makes sense to download the models and modify them in place?

  36. Boy gamers by EmbeddedJanitor · · Score: 4, Insightful

    Are we seeing a generation of "boy gamers" equivalent to the "boy racers" that add big tail-pipes, chrome and LEDs to their cars. 512MB sounds good, but basically you're buying features - not performance.

    --
    Engineering is the art of compromise.
  37. GL based window managers by wowbagger · · Score: 5, Informative

    Let's see:

    Assume you were to use an OpenGL based window manager, wherein each window on your screen is little more than a polygon with a texture applied to it.

    Assume you are working at 1600x1200 resolution, 24 bit color depth (padded to 32 bits for possible alpha channel).

    Your frame buffer alone takes 7.3 MiBytes.

    If you have a 32 bit Z buffer, add another 7.3 MiBytes.

    Each 2D window in use will consume texture memory, so if we assume that the remaining 497.4 MiBytes of memory on the card as window memory, that lets us open roughly 68 full-screen windows before consuming all texture memory on the card.

    If some of the windows are 3D windows themselves, you are going to want them to have their own Zbuffers - so double the memory usage for them.

    While 68 windows may sound like a lot, given that most GL compositing schemes I've heard of want to keep ALL windows available, even if they are not mapped, to avoid expose events to the apps and to speed window open and close events, and I could see you getting to 30 windows pretty easily. Allowing double that for headroom doesn't seem like so bad an idea to me.

    And I've ignored the XVideo overlay needs.

    1. Re:GL based window managers by Arkaein · · Score: 2, Insightful

      All in all this is a pretty fair assessment, but I think it leans a bit to the pessemistic.

      First, I doubt a window manager would actually use a 32 bit z-buffer. 8 bit would be overkill here (enought to specify a unique depth for 256 windows). Even a 3D window manager would get by on 16 bit depth no problem, I believe it's the most commonly used depth for most true 3D apps now.

      Also, I doubt that in many cases more than a small number of true 3D windows would be needed. Someone who is working with 30+ windows open most likely has mostly terminals, web pages and text editors open, with maybe a few 3D apps.

    2. Re:GL based window managers by bnenning · · Score: 2, Insightful

      Someone who is working with 30+ windows open most likely has mostly terminals, web pages and text editors open, with maybe a few 3D apps.

      Doesn't matter. The window server (Quartz in my case) treats all of them as texture-mapped polygons, where the "texture" is their actual content.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    3. Re:GL based window managers by Arkaein · · Score: 2, Insightful

      Yes, but the parent was stating a difference between apps which require 3D capabilities themselves vs. those that only require 3D like capabilities from the window manager.

      2D apps treated like textured polys do not need their own depth buffer, frame buffer, etc. They just need a texture buffer, and the window manager treats them like texture polys in a single, comprehensive 3D app. Conventional 3D apps require their own depth buffer, frame buffer, textures, etc. in addition to that used by the window manager. I was pointing out that while the requirements for 30+ 2D apps are fairly large, they are considereably smaller than the same number of true 3D apps, because they have needs beyond the WM overhead.

  38. I can now die happy. by raygundan · · Score: 5, Funny

    The rare occurence of this sort of profoundly geeky post is why I still come to slashdot. God bless you, crazy GPU vector coprocessor finite difference code matrix guy!

    1. Re:I can now die happy. by sconeu · · Score: 5, Funny

      I, for one, welcome our crazy GPU vector coprocessor finite difference code matrix guy overlords.

      --
      General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
  39. Re:But what about Doom 3 by 91degrees · · Score: 2, Informative

    Texture compression tends not to have a performance cost. Graphics cards have dedicated circuitry for it (as well as every other operation they do), so decompressing a texture isn't stopping the card from doing anything. The compression is quite simple and takes will always take the same amount of time to unpack. In fact, the only effect on performance is the time it takes to actually read from memory. Uncompressed textures are slower here.

  40. ECC Video RAM by Gary+Destruction · · Score: 2, Interesting

    Okay, sure, the idea might sound stupid but more and stuff is being off-loaded to video cards and 512MB of RAM is alot.
    There's programs you can download to test system memory, but I haven't seen any to test video memory. I know the professioal strength ones like Microscope and Troubleshooter can test video memory, but those full blown diagnostics programs.
    You wouldn't believe the damage that bad video RAM can cause. And the whole time, you'd swear it was the system memory. Example, if you have a video card with bad video RAM and you increase the Iopagelocklimit on say Windows 2000, to 8000 hex (32k pages), you'll get all kinds of programs and system processes crashing. Userinit.exe might not even work when you try to log in. Services will fail, lots of em. Remember those blank windows in win98 that said the task isn't responding? It's Winoldap.mod that's hanging and I've found that faulty video RAM is usually the culprit.

  41. Do I remember? by Mr2cents · · Score: 2, Funny

    "Remember your ancient TNT graphics card that had 16MB of memory?"

    I remember saying "One day, video cards will have 16MB of memory".

    --
    "It's too bad that stupidity isn't painful." - Anton LaVey
  42. Re:L2 larger than my first disk drive already. by AJWM · · Score: 4, Interesting

    The ironic thing about those old 1541 drives (and the 1540, which just had earlier firmware), was that they had more processing power than the C64 it connected to.

    The C64 had (essentially) a 6502 running at 1 MHz, the 1541 had a 6502B running at 2 MHz.

    --
    -- Alastair
  43. Re:Could someone explain to me... by mc6809e · · Score: 2, Interesting

    If nothing actually uses that memory. For example, if you had 15TB of RAM (I don't like over-exaggerating), the vast majority would be doing nothing, hence it wouldn't be helpful.

    It depends on what you mean by "doing nothing".

    With 15TB you could do massive pre-computation of scene details. When it came time to render, you could access some part of the 15TB for real-time display. Your interactions with the scene might mean that you never get near accessing a total of 15TB, but all the data needs to be there just in case.

    So, is it doing nothing just because you might never access it?

  44. The potential for 3D textures is stunning by emarkp · · Score: 2, Interesting

    I work on scientific visualization software (using OpenGL). We're looking into 3D textures for volumetric rendering, and trust me, the 512MB could be used easily.