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Wat AGP Aperture Size U guys running at?


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I have 5900NU 128MB flashed to 5950U running at 561/1017

 

Wat u guys running AGP Aperture size at for graphic card with 128MB 256MB or even 512MB!!

 

Currently I am running AGP Aperture Size @ 128MB but I am wondering if u need to increase it to 256MB Aperture when running heavy gaming programmes like FarCry and InComing Doom3

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Changing the Aperture from 128MB to 256MB gave me over 100Points on 3dMark2k1.. I was to tired to try the other Benchies..

 

But Now I'll be using it at 256MB.

 

I don't think theres a Need to set it to 512MB..

 

So I bet most of the Users will have 128MB or 256MB. -Depending on Personal Preference.

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Actually the more ram you have the LESS the aperature should be set to. I wouldn't go any higher than 128mb if you have a 128mb vid card. I would suggest 64mb aperature with 256mb cards. Otherwise your system ram will be clogged with unnecessary textures instead of being available to play the game.

 

Below quoted from Adriansrojackpot's definitive bios guide.

 

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.

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:D:):D ...oh elts_drac...iffen you keeps on anstering all em tachnical questions so goodly>den me gunna thank you had a pooter more an jus the one you gat to use rat now!!!

 

system ram will be clogged with unnecessary textures instead of being available to play the game.

So how an hale you gat at kinduh ansuh? Hehehehehehehe. You is jus plum mazing!!!!!!!!!!an me jus plum, RGone...1ster>:angel:

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elts_drac - you are wrong about the "your system ram will be clogged with unnecessary textures" when setting too high AGP aperature. The AGP aperture is used ONLY when your gfx card run out of your memory ;)

So not need to worry to se lot's of ram - if you will have it. FarCry itself eat over 500MB of ram and that means the game is not playable under 1Gby of ram when one has set 256MB AGP aperture size - there is lot's of textures :D

 

Cyberparasite - what you are suggesting, to set AGP aperture size to 64MB? :rolleyes: You think it will make any differences over 128 or 256MB settings?

 

Generaly, the AGP aperture settings should be about twice the videomem settings ;) For good reasons. Some of 3DMark03 tests (nature, to be specific) need more that 160MB of videoram, with the 128MB cards did not have. So running too low AGP aperture size cause there slow-down, pretty visible on scores.

Last time we tested this on ATI card it did not seems to make differences, so it suggest that ATI still cheats there... More to investigate, tough :D

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:confused: ...he might have said it slightly wrong but he was on the right track. Because he said the AGP textures would be clogging the RAM and that is true 'when' it is "put" into the RAM. However the rest of the time the RAM is held aside for that very use and is not able to be used for the game like FAR CRY that you say takes over 500mb. Because AGP aperture sized memory is RAM set aside and not able to be used by the game and therefore wasted in some degree.

 

And over 500mb for RAM in Far Cry is not even telling half the story. Most say it is like 776mb or so when they load "their" Far Cry. So every bit of RAM not set aside for AGP aperture 'can' go toward fulfilling that 776mb for the game loading itself.

 

Hale people been debating this silly question for years. Instead they need to try their own system for themselves and see what happens and the truth is still the same as always. Forumla's sometimes work and sometimes people hit on another way that works for 'them' much better. So I don't really take much stock in this discussion as every time it has come up in the last 6 years, it has never been more than an educated guess based on some technical terms and specs that the software writer may or may not adhere to when he writes a game or the drivers. Just an exercise in theory.

 

Sincerely, RGone...

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Yes, he is at the "right track" definitively. When one setup too much memory for the textures and then run texture-intensive game AND have too few memory (less that 1G to be precise for farcry), he is heading for BIG troubles :D

 

And yes, there is a very light difference on free memory after you start your system when you set higher AGP aperture size too :D Up to 4MB between 16MB and 256MB jumpo :P

(just the memory tables, that it is ;) )

 

No biggie.

 

Im only not very sure about the 64MB recommendation. It might (the 64MB) was enought to fit the 3DMark scene, so maybe this is the "best of middle" :D

As you know, extremes are always bad.

Not bad to try it out. However I have to FIX the damn audio glitches first :mad:

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