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Wat is AGP Apperture ???

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  • 116 views sinds 30-01-2008
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Topicstarter
Zie Titel


(ik kan 'm instellen op 128 en 256)Wat is het beste?

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kijk hier ff, staat t allemaal uitgelegd:
http://www.pcforrest.freeserve.co.uk/agp.htm

  • sewer
  • Registratie: November 2000
  • Laatst online: 16:37
Ik zou 128 kiezen, maar het maakt niet echt veel uit.
Hieronder staat een verhaaltje die mijn inziens wel een redelijk goed beeld geeft wat AGP Aperture inhoudt:
BIOS AGP APERTURE SETTING

This option selects the size of the AGP aperture. The aperture is a portion
of the PCI memory address range dedicated as graphics memory address space.
Host cycles that hit the aperture range are forwarded to the AGP without
need for translation. This size also determines the maximum amount of system
RAM that can be allocated to the graphics card for texture storage.

AGP Aperture size is set by the formula : maximum usable AGP memory size x 2
plus 12MB. That means that usable AGP memory size is less than half of the
AGP aperture size. That's because the system needs AGP memory (uncached)
plus an equal amount of write combined memory area and an additional 12MB
for virtual addressing. This is address space, not physical memory used. The
physical memory is allocated and released as needed only when Direct3D makes
a "create non-local surface" call.

Win95 (with VGARTD.VXD) and Win98 use a "waterfall effect". Surfaces are
created first in local memory. When that memory is full, surface creation
spills over into AGP memory and then system memory. So, memory usage is
automatically optimized for each application. AGP and system memory are not
used unless absolutely necessary.

Many people recommend the AGP aperture size should be half of the amount of
RAM you have. However, that's wrong for the same reason why swapfile size
shouldn't be 1/4 of the amount of RAM you have in your system. As with the
swapfile's size, the AGP aperture size required will be smaller as the
graphics card's memory increases in size. That's because most of the
textures will be stored on the graphics card itself. So, graphics cards with
32MB of RAM or more will require a smaller AGP aperture than graphics cards
with less RAM.

If your graphics card has very little graphics memory, then you should set
as large an AGP aperture as you can, up to half the system RAM. For cards
with more graphics memory, you shouldn't set the aperture size to half the
system RAM. Note that the size of the aperture does not correspond to
performance so increasing it to gargantuan proportions will not improve
performance.

Still, it's recommended that you keep the AGP aperture around 64MB to 128MB
in size. Now, why is such a large aperture size recommended despite the fact
that most graphics cards now come with large amounts of RAM? Shouldn't we
just set it to the absolute minimum to save system RAM?

Well, many graphics card require at least a 16MB AGP aperture size to work
properly. This is probably because the virtual addressing space is already
12MB in size! In addition, many software require minimum AGP aperture size
requirements which are mostly unspecified. Some games even use so much
textures that AGP memory is needed even with graphics cards with quite a lot
of graphics memory (32MB).

And if you remember the formula above, the amount of AGP memory needed is
more than double that of the required texture storage space. So, if 15MB of
extra texture storage space is needed, then 42MB of system RAM is actually
used. Therefore, it makes sense to set a large AGP aperture size in order to
cater for every software requirement.

Note that reducing the AGP aperture size won't save you any RAM. Again, what
setting the AGP aperture size does is limit the amount of RAM the AGP bus
can appropriate when it needs to. It is not used unless absolutely
necessary. So, setting a 64MB AGP aperture doesn't mean 64MB of your RAM
will be used up as AGP memory. It will only limit the maximum amount that
can be used by the AGP bus to 64MB (actual usable AGP memory size is only
26MB).

Now, while increasing the AGP aperture size beyond 128MB wouldn't really
hurt performance, it would still be best to keep the aperture size to about
64MB-128MB so that the GART table won't become too large. As the amount of
onboard RAM increases and texture compression becomes commonplace, there's
less of a need for the AGP aperture size to increase beyond 64MB. So, it's
recommended that you set the AGP Aperture Size as 64MB or at most, 128MB.

  • DarkTide
  • Registratie: Mei 2000
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Kunt 'm 't beste op 128 zettten.

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Ik heb 'm zelfs noodgedwongen op 128 staan.

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Topicstarter
en wat als je alleen kan kiezen tussen 64 en 256 mb?

(dat is dus het geval , en niet 128)

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offtopic:
Heb je dat plaatje van je icoon vergroot ook? (het is tegen patrick)

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Topicstarter
ja!

wil je 'm hebben?

Pass dan ff je e-mail adres?!!

  • VTec
  • Registratie: Januari 2000
  • Laatst online: 29-05 10:53
Op maandag 20 augustus 2001 12:59 schreef Patrick007 het volgende:
en wat als je alleen kan kiezen tussen 64 en 256 mb?

(dat is dus het geval , en niet 128)
Peroonlijk zou ik hem dan op 256 zetten, kijkende naar je interne geheugen, maar je kunt ook gewoon beide waardes proberen en dan deze vergelijken met elkaar (door bv testen te draaien met 3D Mark). Toen ik de AGP Apeture Size op een hogere waarde zetten, ging mijn score aardig wat omhoog. Maar dit kan per systeem weer verschillen, maw gewoon een kwestie van proberen. Het kan zelf zijn dat hij bij 256 en 3DMark prima loopt, maar dat hij bij 256 en Q3 minder goed loopt en bij een andere waarde weer beter.

En ik zou eens gaan kijken naar een biosupdate. Misschien dat ze daar nog meerdere waarde toe hebben gevoegd, zodat je ook voor 128 kunt kiezen.

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