Re: AGP 4x vs. AGP 1x

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Subject: Re: AGP 4x vs. AGP 1x
Name: ludicrous
Date: 2/6/2001 10:20:39 AM (GMT-7)
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In Reply to: AGP 4x vs. AGP 1x posted by [TFH]Blade

Textures are typically buffered in graphics memory as different mipmap levels, i.e. the texture is stored as two more "levels" that change for different view distances, and sometimes compression algorithms are used.

A texture will also frequently be repeated to cover a larger structure, e.g. a brick wall.

Textures are also reused from frame to frame, rarely does the card have to flush an entire texture set and load a new one.

Your numbers look okay, there IS an 18MB/frame swap going on, but keep in mind that data swap is going on at the graphics card level, between the graphics processor and the video memory.

However, assuming you are using double buffering = two frames in memory + textures, you WOULD most likely want a fast GPU with 64MB of DDR video memory in order to keep up.

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