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Aperture size

Discussão em 'Dúvidas e Suporte Técnico PC' iniciada por CDMan, 2 de Fevereiro de 2004. (Respostas: 10; Visualizações: 745)

  1. CDMan

    CDMan Power Member

    "passeando" pelas opções da bios da minha asus p4p800 reparei q na secção "chipset", onde tenho graphics aperture size tenho seleccionados somente 32mb. Digo somente pk no meu antigo pentium 3 tinha nesta opção 64mb. O q eu gostava de saber é se isto é normal ou esta opção devia estar nos tais 64mb, e se o facto de estar em 32mb vai trazer alguns inconvenientes, como perda de performance gráfica??? Ps.: A minha gráfica é uma radeon 9600 pro 128mb.
     
  2. Chessmaster

    Chessmaster Power Member

    Se tens 256Mb de RAM muda para 64MB

    se tiveres mais memória, altera para 128MB, embora não vás notar qualquer diferença a meu ver.
     
  3. HyperRush

    HyperRush Power Member

    Mantêm 128 de Aperture size para relação perfomaçe/qualidade.
     
  4. CDMan

    CDMan Power Member

    tenho 512 ddr 400. E por em 128mb nao vai afectar os recursos do sistema?
     
  5. HyperRush

    HyperRush Power Member

    Não. se quiseres tb podes meter 256, já que tens 512 MB.
     
  6. kanguru

    kanguru [email protected] Member

    ya eu tenh 256mb de aperture size... nao vejo probs com isso... (tenh 512 no total)

    mas sincerament nao vejo differenças entre os varios valores...
     
  7. CDMan

    CDMan Power Member

    Desculpem lá a minha ignorância, mas isso do aperture size é ao certo o que?
     
  8. greven

    greven Folding Artist

    AGP Aperture Size

    Common Options : 4, 8, 16, 32, 64, 128, 256

    Quick Review

    This BIOS feature does two things. It selects the size of the AGP aperture and it determines the size of the GART (Graphics Address Relocation Table).

    The aperture is a portion of the PCI memory address range that is dedicated for use as AGP memory address space while the GART is a translation table that translates AGP memory addresses into actual memory addresses which are often fragmented. The GART allows the graphics card to see the memory region available to it as a contiguous piece of memory range.

    Host cycles that hit the aperture range are forwarded to the AGP bus without need for translation. The aperture size also determines the maximum amount of system memory that can be allocated to the AGP graphics card for texture storage.

    Please note that the AGP aperture is merely address space, not actual physical memory in use. Although it is very common to hear people recommending that the AGP aperture size should be half the size of system memory, that is wrong!

    The requirement for AGP memory space shrinks as the graphics card's local memory increases in size. This is because the graphics card will have more local memory to dedicate to texture storage. So, if you upgrade to a graphics card with more memory, you shouldn't be "deceived" into thinking that you will need even more AGP memory! On the contrary, a smaller AGP memory space will be required.

    It is recommended that you keep the AGP aperture around 64MB to 128MB in size, even if your graphics card has a lot of onboard memory. This allows flexibility in the event that you actually need extra memory for texture storage. It will also keep the GART (Graphics Address Relocation Table) within a reasonable size.
     
  9. Nuke

    Nuke Power Member

    in "The BIOS Optimization Guide v6.2" by Adrian Wong


    AGP Aperture Size (MB)
    Options : 4, 8, 16, 32, 64, 128, 256
    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.
     
  10. AMDXISPALHEIRO

    AMDXISPALHEIRO Power Member

    32 ou 64mb chegam perfeitamente,nao e preciso +.
     
  11. CDMan

    CDMan Power Member

    ok. Brigadao.estou esclarecido
     

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