Asus HD 4670 1GB GDDR3

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Asus HD 4670 1GB GDDR3 PCI-e
  • Graphics Engine ATI Radeon HD 4670
  • Bus Standard PCI Express 2.0
  • Video Memory DDR3 1G
  • Engine Clock 750 MHz
  • Memory Clock 1.6 GHz ( 800 MHz DDR3 )
  • Memory Interface 128-bit
  • DVI Max Resolution 2560 x 1600
  • D-Sub Output Yes x 1
  • DVI Output Yes x 1 (DVI-I)
  • HDMI Output Yes x 1
  • HDCP Support Yes
  • Software Bundled ASUS Utilities & Driver

    Já tem 1Gb o que é bom, porque o jogos vão pedindo cada vez mais...
    Arranjo melhor que isto?
    Na loja ao pé da minha casa custa 91€.

    Cumps
 
boas, a hd4830 e bastante superior, 512mb e a memoria vram e a diferenca de ter 512mb ou 1gb e em caso de jogares com altas resolucoes tipo 1680x1050. corrijam-me se estiver errado. abraço

Permite-me então discordar, passo a explicar citando:

If you're running your PC in 1600 by 1200 resolution, with 32 bit colour, then that's a total of 61,440,000 bits for the whole display. Which is 7,680,000 bytes, which is 7,500 kilobytes, which is about 7.32 megabytes. It's not 7.5 megabytes, because there are 1024 bytes in a kilobyte and 1024 kilobytes in a megabyte. This is something that marketing people conveniently forget when they're telling you how big hard drives are. But I digress.


If you're using "double buffering" (more informatively referred to as page flipping) - and, today, you almost certainly are - then that doubles this memory requirement. Double buffering renders the upcoming frame into another area of memory from the frame buffer, so the incoming data doesn't affect the currently-displayed frame.

Even at 1600 by 1200, though, 16Mb is still plenty for double buffered 2D video. Heck, it's enough for triple buffering, if you drop your resolution to 1280 by 960.


Full Scene Anti-Aliasing (FSAA) can eat a lot more memory. Basically, all flavours of FSAA render more pixels than they have to, and then average them out to give a final image with smoother diagonal edges. Jaggy diagonals look bad enough in still frames; they look even worse when there's animation going on, causing the stair-steps to "crawl" up and down the lines.


FSAA doesn't change the amount of memory needed for the final display buffer or its double- or triple-buffered cousins, but it adds yet another buffer, for the intermediate higher resolution data, that's two or four times as big as any of the others.


But, assuming 2X FSAA and double buffering, we still haven't used up all of the memory on a humble 32Mb video card.
All of the rest of the modern graphics card memory budget is taken up by 3D data.

Trocado por miudos, uma placa de 64mb dá para resoluções de 1900x1200, o principal papel da restante memória é rendering de texturas, e há jogos actuais, que mesmo a 1280x1024 dava-lhes bastante jeito ter 1gb de ram rápida.

É lógico que é melhor ter poder de processamento em 512mb de memória, do que ter 1gb de memória e um gpu lento...
Mas em situações similares(mesmos clocks), vale sempre a pena quanto mais memória melhor, e não apenas a partir de X de resolução, até porque hoje em dia é raro um pc ter menos de 1280, a norma já começa a ser de 1680 para cima de resolução horizontal.
 
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