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LOSTCIRCUITS

SHORTCUTS:
Wildcat VP990
The VPU
Command / Vertec Processors
Generating Textures
AA and a huge cache
Specs and Reality
Test Configuration
Fill Rate, T&L Performance
ViewPERF 7.0
3DS Max benchmarks
Phoenix, Caligari TrueSpace
Conclusions
Your Comments?

Find the Best Deals on 3DLabs graphics Cards

 3DLabs Wildcat VP990
512 MB LFB but...
Whatever Happened to the Specs
(Review by MS, August 1, 2003)

Anti Aliasing

3DLabs emphasizes that competitive solutions are very rigid with respect to the anti aliasing modes supported. There may be some truth to it even though we feel it is adequate to cite Mr. Miyagi saying: "It's in the past". Regardless, with respect to anti-aliasing, the VP-Pro supports the following modes that are fully programmable:


Virtual Memory Management

Conventional graphics adapters can fall back onto the system memory for storage of textures in a contiguous memory subspace called the AGP aperture, however, any other types of data need to be stored inside the on-board local frame buffer. One of the issues that particularly the earlier VIA chipsets had to battle was the problem of creating this "contiguousness" of a fragmented physical memory space by means of the so-called Graphics Allocation Routing Table or GART, which translates discontiguous physical memory addresses into one contiguous logical memory space, even preserving the 4k page size, that is 4096 column addresses per page.

By itself, this mechanism is old news. AGP DMA and DiME have been around for almost 5 years, however, the novelty about the 3DLabs approach is that the AGP aperture can be used to store all data, that is texture AND geometry. In other words, the entire LFB becomes a huge L2 cache and the graphics processor is able to access up to 16 GB system memory. Keep in mind that with a conventional 32bit processor, system memory is limited to 4GB anyway, meaning that in order to take advantage of this feature, it is necessary to run a 64 bit processor. Additional buzz words thrown in are: