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.
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]
"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.
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
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.
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.
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.
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I seem to remember someone writing a linux kernel module that lets you use extra video mem as a very fast virtual drive.
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.
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
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)
"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"!
"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
Editor, A1-AAA AmeriCaptions
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?
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.
The most anyone would ever need for video RAM is 640 MB. You can quote me on that.
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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.
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/
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the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff
You'll never need more than 640k...
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
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.
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.
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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!
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