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ATI Rage 128 Pro 2000 64-bit 32MB SDRAM AGP 4X Low Profile
€4,00
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Omschrijving
ATI Rage 128 Pro model 2000 64-bit 32MB SDR SDRAM Low Profile AGP 4X
-Prijs € 4,00 + € 3,12 verzendbijdrage PostNL 100 g ~250 g buspakket
-Rage 128 Pro / Rage 6 de laatse revisie met Early Radeon
-alternatief voor onboard VGA van Retro AGP systemen
-ATI s eerste 128-bit Dual Texture GPU met verbeterde 3D rendering
-Dual Texture engine, Twin Cache, 32-bit mode en rendering, IDCT DVD acceleration
-Rage 128 Pro : Double Geometric Power, verbeterde Texture filtering, DirectX 6 compressie, AGP 4X support, n.a. Rage Theater, TV, DVI support
-Werkgeheugen 32MB SDR SDRAM, 64-bit geheugen bus
-Hogere resoluties 1920 x 1200 mogelijk @ 32-bit = 16.7 miljoen kleuren
-Retro Gaming; Rage Dawning HD demo, Need 4 Speed 3, Quake 3 Arena, Unreal Tournament,
-100% compliance; Windows XP, W2K / ME W 9xx , Linux, Solaris, OpenSource BSD
-Low Profile videokaart met f ull s ize ATX / D esktop bracket / backplate
-1 maanden niet goed geld terug garantie
Omschrijving
De Rage 128 Pro high-end GPU was het antwoord van ATI op de NVIDIA TNT / TNT2 RIVA van NVIDIA, de 3DFX zoals de Voodoo 3000 series en Matrox G 400 series. De ATI Rage 128 grafische processing unit had significante verbeteringen ten opzichte van de voorgangers Mach 3D Rage, Rage II en andere concurrenten. De Rage 128 had een verbeterde engine voor geometie en texture verwerking, DX / Direct 3D 6.0 texture compressie voor meer output, AGP 4X, DVD support en de Rage Theater Chip voor weergave van TV en Film bestanden. Daarnaast had de Rage 128 de mogelijkheden 32-bit (high-output) realistische kleuren weer te geven op hogere resoluties dit in tegenstelling tot de 3DFX Voodoo 3 (16-bit). Daarnaast is de Rage 128 GPU voorzien van 2 Pixel Pipes,met Dual multitexturing waarbij in een single opdracht zowel het object, de belichting en de schaduwen worden weergeven. Daarnaast is de Rage 128 voorzien van Twin 8Kb Cache om zowel video 2D als 3D Texels texures op te slaan in de buffer en weerop te slaan in het geheugen zodat de resources optimaal gebruikt kunnen worden voor meer en sneller verwerkingsvermogen.
De Rage 128 Rage Pro had verder gaande verbeteringen ten opzichte van de ATI Rage 128 op het gebied van 3D Vertex / Geometrie zoals een Triangle setup Engine met een hoge polygon output. De Geometrie output is verdubbeld tot 8 million triangles per seconde en de Rage 128 Pro heeft verbeterde texture filtering en Texture compressie in DirectX 6. Dit betekent dat men gedetailleerde textures kan realiseren zonder dat het ten koste gaat van de prestaties
De Rage 128 Pro uitgerust met een 64-bit memory interface en 32MB SDR SDRAM geheugen dat in 2000 zeer behoorlijk was gezien dat de meeste concurrenten waren voorzien van 16MB. De Rage 128 Pro is ook gebruikt voor de Rage Fury PRO en Rage Fury Maxx modellen en andere modellen zoals de Xpert 2000.
De ATI Rage 128 Pro uit het jaar 2000 is inmiddels een retro klassieker maar kan zeker gebruikt worden in een geschikt werkstation, POS Point of Sale systeeem,server of retro gaming systeem ten aanzien van de compatibiliteit van de hardware, het besturingsysteem en de 3D applicaties / Retro Games Daarnaast kan deze kaart voor een oudere leer, werk, server of POS (Point of Sale) computer worden gebruikt. De ATI Rage 128 Pro kan menig oude onboard videochip van oudere AGP systeem vervangen en is geschikt voor Windows XP, Windows 2000 Pro / Windows ME / 98 / SE / W9xx / NT / Server, Opensource, Linux en UNIX besturingsystemen.
Informatie fabrikant ATI
Rage 128 Pro / Ultra High End GPU
ATI developed a successor to the original Rage 128, called the Rage 128 Pro. This chip carried several enhancements, including an enhanced triangle setup engine that doubled geometry throughput to eight million triangles/s, better texture filtering, DirectX 6.0 texture compression, AGP 4×, DVI support, and a Rage Theater chip for composite and S-Video TV-in. This chip was used on the gamer-oriented Rage Fury Pro boards and the business-oriented Xpert 2000 PRO. Rage 128 Pro was generally an even match for Voodoo 3 2000, RIVA TNT2 and Matrox G400, but was often hindered by its lower clock(often at 125mhz) when competing against the high end Voodoo3 3500, TNT2 ultra and G400 MAX. Rage 128 was compliant to Direct-3D DX6 and OpenGL 1.2. It supported many features from the previous RAGE chips, such as triangle setup, DVD acceleration, and a capable VGA/GUI accelerator core. RAGE 128 added inverse discrete cosine transform (IDCT) acceleration to the DVD repertoire. It was ATI's first dual texturing renderer, in that it could output two pixels per clock (two pixel pipelines). The processor was known for its well-performing 32-bit color mode, but also its poorly dithered 16-bit mode; strangely, the RAGE 128 was not much faster in 16-bit color despite the lower bandwidth requirements. In 32-bit mode, RAGE 128 was more than a match for the RIVA TNT, and the Voodoo 3 did not support 32-bit at all. The chip was meant to compete with the NVIDIA RIVA TNT, Matrox G200 and G400, and 3dfxVoodoo 3.
bron: ATI
Specificaties
-GPU 250 nm (nanometer) ATI Rage 128 Pro
-GPU Clock Speed 134 MHz ~
-Geheugen Memory 32MB SDR SDRAM
-Memory Clock 130 MHz~
-Memory Interface 64-bit
-Memory bandwidth 2.0 GB/sec
-Grafische Architectuur Dot3 & EMBM/N/A
-2 Pixel Pipelines
-2 Texture Mapping Units (TMU)
-2 Raster Operator Units (ROP)
-Texture Fill-Rate 268 MPixel/sec
-Pixel Fill-Rate 268 MPixel/sec
-Shader Operations 268 MOperations/sec
-DirectX 6.0, / OpenGL 1.2 / Direct Draw
-DVD Acceleration / MPEG 2
-Passieve Stille / Silent Koeling met Heatsink
-Interface AGP 4X AGP 8X 2X 1X compatibel
Aansluitingen en maximale resoluties
-VGA D-Sub HD-15
3D acceleration True color 32-bit @ 16.7 million colors, 1920 × 1200
2D graphics up to 1920 × 1200 @ 32 bits per pixel
LCD Support 1600 x 1200
Features ATI Rage 128 Pro GPU
SuperScalar Rendering
SuperScalar Rendering (SSR) is achieved through dual texture pipelines which function like the twin engines of 3D graphics rendering. These operate completely simultaneously enabling the processing of two pixels per clock, providing a doubling of rendering performance.
Single-Pass Multitexturing
Single-Pass Multitexturing is being used by leading-edge games to process multiple textures to create special effects, the concept being that you would render both an object and its shadow, or an object and a lighting map to enhance the image. The single-texturing units of the previous generation would take a second pass to render those special effects, such as a bump, or a shadow or lighting effect. The RAGE 128 answers the call of the developers as it enables them to pull two textures to create these special effects together on the fly with no performance loss.
Twin-Cache Architecture
Another significant architectural achievement contributing to the leadership performance of the RAGE 128 is its Twin-Cache Architecture. Expanding to achieve maximum performance, this architecture allows the efficient use the cache resources on chip to deliver the maximum performance in all situations. The benefits of this cache are not limited to 3D operations but also attain optimal 2D and video performance. ATI implemented a caching technique it called Twin Cache Architecture with Rage 128. The Rage 128 used an 8 kB buffer to store texels that were used by the 3D engine. In order to improve performance even more, ATI engineers also incorporated an 8 KB pixel cache used to write pixels back to the frame buffer.
Concurrent Command Engine
Optimized for Pentium II class systems and other next generation processors, the RAGE 128 uses ATI's newly developed Concurrent Command Engine (CCE) to achieve maximum efficiency across the entire system.
-8 million transistors, 0.25 micrometer fabrication
3D Feature Set
-Hardware support for vertex arrays, fog and fog table support
-Alpha blending, vertex and Z-based fog, video textures, texture lighting
-Single clock bilinear and trilinear texture filtering and texture compositing
-Perspective-correct mip-mapped texturing with chroma-key support
-Vertex and Z-based reflections, shadows, spotlights, 1.00 biasing
-Hidden surface removal using 16, 24, or 32-bit Z-buffering
-Gouraud and specular shaded polygons
-Line and edge anti-aliasing, bump mapping, 8-bit stencil buffer
Bron: ATI
-Prijs € 4,00 + € 3,12 verzendbijdrage PostNL 100 g ~250 g buspakket
-Rage 128 Pro / Rage 6 de laatse revisie met Early Radeon
-alternatief voor onboard VGA van Retro AGP systemen
-ATI s eerste 128-bit Dual Texture GPU met verbeterde 3D rendering
-Dual Texture engine, Twin Cache, 32-bit mode en rendering, IDCT DVD acceleration
-Rage 128 Pro : Double Geometric Power, verbeterde Texture filtering, DirectX 6 compressie, AGP 4X support, n.a. Rage Theater, TV, DVI support
-Werkgeheugen 32MB SDR SDRAM, 64-bit geheugen bus
-Hogere resoluties 1920 x 1200 mogelijk @ 32-bit = 16.7 miljoen kleuren
-Retro Gaming; Rage Dawning HD demo, Need 4 Speed 3, Quake 3 Arena, Unreal Tournament,
-100% compliance; Windows XP, W2K / ME W 9xx , Linux, Solaris, OpenSource BSD
-Low Profile videokaart met f ull s ize ATX / D esktop bracket / backplate
-1 maanden niet goed geld terug garantie
Omschrijving
De Rage 128 Pro high-end GPU was het antwoord van ATI op de NVIDIA TNT / TNT2 RIVA van NVIDIA, de 3DFX zoals de Voodoo 3000 series en Matrox G 400 series. De ATI Rage 128 grafische processing unit had significante verbeteringen ten opzichte van de voorgangers Mach 3D Rage, Rage II en andere concurrenten. De Rage 128 had een verbeterde engine voor geometie en texture verwerking, DX / Direct 3D 6.0 texture compressie voor meer output, AGP 4X, DVD support en de Rage Theater Chip voor weergave van TV en Film bestanden. Daarnaast had de Rage 128 de mogelijkheden 32-bit (high-output) realistische kleuren weer te geven op hogere resoluties dit in tegenstelling tot de 3DFX Voodoo 3 (16-bit). Daarnaast is de Rage 128 GPU voorzien van 2 Pixel Pipes,met Dual multitexturing waarbij in een single opdracht zowel het object, de belichting en de schaduwen worden weergeven. Daarnaast is de Rage 128 voorzien van Twin 8Kb Cache om zowel video 2D als 3D Texels texures op te slaan in de buffer en weerop te slaan in het geheugen zodat de resources optimaal gebruikt kunnen worden voor meer en sneller verwerkingsvermogen.
De Rage 128 Rage Pro had verder gaande verbeteringen ten opzichte van de ATI Rage 128 op het gebied van 3D Vertex / Geometrie zoals een Triangle setup Engine met een hoge polygon output. De Geometrie output is verdubbeld tot 8 million triangles per seconde en de Rage 128 Pro heeft verbeterde texture filtering en Texture compressie in DirectX 6. Dit betekent dat men gedetailleerde textures kan realiseren zonder dat het ten koste gaat van de prestaties
De Rage 128 Pro uitgerust met een 64-bit memory interface en 32MB SDR SDRAM geheugen dat in 2000 zeer behoorlijk was gezien dat de meeste concurrenten waren voorzien van 16MB. De Rage 128 Pro is ook gebruikt voor de Rage Fury PRO en Rage Fury Maxx modellen en andere modellen zoals de Xpert 2000.
De ATI Rage 128 Pro uit het jaar 2000 is inmiddels een retro klassieker maar kan zeker gebruikt worden in een geschikt werkstation, POS Point of Sale systeeem,server of retro gaming systeem ten aanzien van de compatibiliteit van de hardware, het besturingsysteem en de 3D applicaties / Retro Games Daarnaast kan deze kaart voor een oudere leer, werk, server of POS (Point of Sale) computer worden gebruikt. De ATI Rage 128 Pro kan menig oude onboard videochip van oudere AGP systeem vervangen en is geschikt voor Windows XP, Windows 2000 Pro / Windows ME / 98 / SE / W9xx / NT / Server, Opensource, Linux en UNIX besturingsystemen.
Informatie fabrikant ATI
Rage 128 Pro / Ultra High End GPU
ATI developed a successor to the original Rage 128, called the Rage 128 Pro. This chip carried several enhancements, including an enhanced triangle setup engine that doubled geometry throughput to eight million triangles/s, better texture filtering, DirectX 6.0 texture compression, AGP 4×, DVI support, and a Rage Theater chip for composite and S-Video TV-in. This chip was used on the gamer-oriented Rage Fury Pro boards and the business-oriented Xpert 2000 PRO. Rage 128 Pro was generally an even match for Voodoo 3 2000, RIVA TNT2 and Matrox G400, but was often hindered by its lower clock(often at 125mhz) when competing against the high end Voodoo3 3500, TNT2 ultra and G400 MAX. Rage 128 was compliant to Direct-3D DX6 and OpenGL 1.2. It supported many features from the previous RAGE chips, such as triangle setup, DVD acceleration, and a capable VGA/GUI accelerator core. RAGE 128 added inverse discrete cosine transform (IDCT) acceleration to the DVD repertoire. It was ATI's first dual texturing renderer, in that it could output two pixels per clock (two pixel pipelines). The processor was known for its well-performing 32-bit color mode, but also its poorly dithered 16-bit mode; strangely, the RAGE 128 was not much faster in 16-bit color despite the lower bandwidth requirements. In 32-bit mode, RAGE 128 was more than a match for the RIVA TNT, and the Voodoo 3 did not support 32-bit at all. The chip was meant to compete with the NVIDIA RIVA TNT, Matrox G200 and G400, and 3dfxVoodoo 3.
bron: ATI
Specificaties
-GPU 250 nm (nanometer) ATI Rage 128 Pro
-GPU Clock Speed 134 MHz ~
-Geheugen Memory 32MB SDR SDRAM
-Memory Clock 130 MHz~
-Memory Interface 64-bit
-Memory bandwidth 2.0 GB/sec
-Grafische Architectuur Dot3 & EMBM/N/A
-2 Pixel Pipelines
-2 Texture Mapping Units (TMU)
-2 Raster Operator Units (ROP)
-Texture Fill-Rate 268 MPixel/sec
-Pixel Fill-Rate 268 MPixel/sec
-Shader Operations 268 MOperations/sec
-DirectX 6.0, / OpenGL 1.2 / Direct Draw
-DVD Acceleration / MPEG 2
-Passieve Stille / Silent Koeling met Heatsink
-Interface AGP 4X AGP 8X 2X 1X compatibel
Aansluitingen en maximale resoluties
-VGA D-Sub HD-15
3D acceleration True color 32-bit @ 16.7 million colors, 1920 × 1200
2D graphics up to 1920 × 1200 @ 32 bits per pixel
LCD Support 1600 x 1200
Features ATI Rage 128 Pro GPU
SuperScalar Rendering
SuperScalar Rendering (SSR) is achieved through dual texture pipelines which function like the twin engines of 3D graphics rendering. These operate completely simultaneously enabling the processing of two pixels per clock, providing a doubling of rendering performance.
Single-Pass Multitexturing
Single-Pass Multitexturing is being used by leading-edge games to process multiple textures to create special effects, the concept being that you would render both an object and its shadow, or an object and a lighting map to enhance the image. The single-texturing units of the previous generation would take a second pass to render those special effects, such as a bump, or a shadow or lighting effect. The RAGE 128 answers the call of the developers as it enables them to pull two textures to create these special effects together on the fly with no performance loss.
Twin-Cache Architecture
Another significant architectural achievement contributing to the leadership performance of the RAGE 128 is its Twin-Cache Architecture. Expanding to achieve maximum performance, this architecture allows the efficient use the cache resources on chip to deliver the maximum performance in all situations. The benefits of this cache are not limited to 3D operations but also attain optimal 2D and video performance. ATI implemented a caching technique it called Twin Cache Architecture with Rage 128. The Rage 128 used an 8 kB buffer to store texels that were used by the 3D engine. In order to improve performance even more, ATI engineers also incorporated an 8 KB pixel cache used to write pixels back to the frame buffer.
Concurrent Command Engine
Optimized for Pentium II class systems and other next generation processors, the RAGE 128 uses ATI's newly developed Concurrent Command Engine (CCE) to achieve maximum efficiency across the entire system.
-8 million transistors, 0.25 micrometer fabrication
3D Feature Set
-Hardware support for vertex arrays, fog and fog table support
-Alpha blending, vertex and Z-based fog, video textures, texture lighting
-Single clock bilinear and trilinear texture filtering and texture compositing
-Perspective-correct mip-mapped texturing with chroma-key support
-Vertex and Z-based reflections, shadows, spotlights, 1.00 biasing
-Hidden surface removal using 16, 24, or 32-bit Z-buffering
-Gouraud and specular shaded polygons
-Line and edge anti-aliasing, bump mapping, 8-bit stencil buffer
Bron: ATI