Daily archive: November 10, 2007

- ::::-Tins doubts about your graphics card - :::: -


Graphics Cards for "games" on the market 2 which are undisputed queens ATI and NVIDIA. Both are responsible for the design of the GPU's most powerful moment. Usually the two split their micros to other home and can be CLUB3D, ASUS, Sapphire, HIS .... and a few more.

These ASSEMBLERS sometimes innovate and add improvements to bring the best performance to processors, as the case may be ASUS who always adds a personal touch to your cards. The basic difference between two "assemblers" of course different for the same model of graphics card, they will differentiate their products by: - ​​Different qualities of memory (more or less rapid) - Tack welds used. -

Ventilation / Cooling GPU / memory (for me His Escalibur undoubtedly the best in this regard). Most popular assemblers tend to give support to both manufacturers, meaning we can find ASUS Graphics chip NVIDIA or ATI. For POWER COLOR ATI only assembled microphones, which by the way have prepared the new x3800 series ....

Regarding the Pipelines: Basically the pipelines would be the calculation units especializadas.Por example, a processor usually includes 1 or more Integer Pipelines (for calculation with integer values), and 1 or more Float Point Pipelines (dedicated to the calculation of numbers in floating point). In the case of graphics cards, for example you could find the ATI 9700 Pro with 8 pipelines, and the 9500 with 4 Pipelines, which would help in the calculation of certain polygons, coordinates and position, might have functions support texturing, etc..
Mainly, we could classify the graphics pipeline into two classes: - 3D Pipeline (or Geometry) - Pipeline 2D (or Image) Very basically, the roles they would take the time to create an image would be: First, comes into play 3D Pipeline, creating the model, joining the vertices 3D shapes, and creating the faces that make up the polygons. After performing the theme of shading, lighting and reflexión.Posteriormente, processed concerning the transformation as a function of viewing angle, and finally removes the hidden surfaces not shown in the picture.
Once that has been processed the image in this way is sent to the 2D Pipeline, which deals with sampling and raster image, then apply texture mapping creates the image composition, and later the intensity and color quantization, for once it's definitely made the picture, send it to the frame buffer that stores up to send to the monitor.
But if we explain it any other way we can say that the pipelines are the pipelines of the card is saying is "where information is" For the pixel pipelines are the number of these pipes that treat the pixels and the number of texture units units capable of applying a texture to a summary way polígono.A the more the better, especially texture units, for while but have more textures can be applied per clock cycle, though its performance is given for a game to use it or not and not all make use of multiple textures to a single polygon

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