I did some feature tests on VT4 in Tomb Raider 2. With memory bandwidth and sufficient capacity to allocate, true color rendering is a possibility. It scored with imperfect, but well chosen feature set including all important blending modes. For it’s time it is quite feature rich and can draw nice pictures, unless one nasty bug kicks in. Rage IIc also seems to be the only R2 chip with fully asynchronous chip and memory frequency. Overall While ATI had a horrible Windows driver reputation since Mach64, and the packages have scary high amount of files, my test system was stable and everything went as it should. From now on Rage chips carried new A3D logo, to show how serious is the new trend.
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It turned out R2c has the same memory clock wall as R3- after MHz it gives up. Thus the improvement over first Rage II comes down only to more memory. It fixed the Battlezone issues at least. This is not much of surprise from a chip without texture caching, still despite this optimization in synthetic tests the performance drop of bilinear filtering remains rather big. Considering how many boards shipped with only two megabytes of memory, it is welcome addition nonetheless.
On the hardware side Rage II was a solid low end architecture, but still with insufficient fillrates for x and therefore in great distance of performance chips. In reality, early versions of the new driver only delivered increased performance in benchmarks such as Ziff-Davis ‘ 3D Winbench 98 and Final Reality.
This time the architecture was definitely up to date with all of the critical 3d features working. As for driver bugs, I found only one serious, objects are disappearing in Battlezone. From now on Rage chips carried new A3D logo, to show how serious is the new trend.
ATI RAGE IIC graphics card – RAGE IIC – 4 MB Overview – CNET
This creates obvious color banding on low resolution textures viewed up close. More promising feature could be texture compression technique with two to four times compression ratio, but by this ATi understood less exciting palletized textures. They were ATI’s first graphics solutions to carry the Mobility moniker. Upon closer iicc the bilinear filter is really cheap, just like first Rage showed.
ATI 3d Rage IIC AGP Video Card 9806-05 – C05
From Wikipedia, the free encyclopedia. Despite the poor introduction, the name Rage Pro Turbo stuck, and eventually ATI was able to release updated versions of the driver which granted a visible performance increase in games, however this was still not enough to garner much interest from PC atk.
Only vertex fogging is performed rather slowly and often incompatible with transparent surfaces. With memory bandwidth and sufficient capacity to allocate, true color rendering is a possibility. Considering full availability in Christmas season such figure was far from exciting. Again and better Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line.
It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. This, in addition to its early lack of OpenGL support, hurt sales for what was touted to be a solid gaming solution. It seems despite die shrink ATI did not made any architectural advancements, at least not in 3d.
It scored with imperfect, but well chosen feature set including all important blending modes. I did some feature tests on VT4 in Tomb Raider 2. Similarly to Laguna3D all members of Rage II family suffers from perspective problems, some surfaces are just wavy instead of straight.
Initial versions relied on standard graphics memory configurations: Same features, same image quality, as can be seen in the gallery. There is quite recent driver set for this pair of chips, but opposed to 2. Blending unit looks flexible enough rave any mode early Direct3d apps could throw at it. All 3d primitives from points to quadrilaterals are supported. Yet the driver is not preferring format, there is no speed improvement anyway. Views Read Edit View history.
Aside from the VR chip’s lower price-point, the main difference was that the former was a full bit design, while the VR, still a bit processor internally, used a bit external memory interface. ATi also kept on missing opportunity to implemented vertex specular highlights rxge Direct3d, despite having the feature in their proprietary CIF. Rage II in person I bought this board with four memory chips in hope it is 4 MB, but it seems only way to get first Rage II with such capacity is through cards with memory expansion module.
The texture mapping is just slow, unable to show better rates than three clocks per sample, even at the simplest of scenarios.