In other projects Wikimedia Commons. 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. As the name says, AFR renders each frame on an independent graphics processor. ATi also kept on missing opportunity to implemented vertex specular highlights under Direct3d, despite having the feature in their proprietary CIF. For 3D Charger 4 MB of memory became standard and the card has good compatibility, avoiding problems until new generations of games in Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line.

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Yet the driver is not preferring format, there is no speed improvement anyway. This late chip was very similar to the Rage II and supported the same application coding.

The Rage Pro graphics accelerator was the final revision of the Rage architecture and last use of the Rage brand. Only vertex fogging is performed rather slowly and often incompatible with transparent surfaces.

It was also seen on Intel motherboards, as recently asand was still used in for server motherboards. Thus the improvement over first Rage II comes down only to more memory. Most important was z-buffering implemented in hardware, as it became requirement for many Direct3D games.

Initial versions relied on standard graphics memory configurations: In games, performance actually suffered.


This creates obvious color banding on low resolution textures viewed up close. I did some feature tests on VT4 in Tomb Raider 2. As the name says, 22c renders each frame on an independent graphics processor. They were ATI’s first graphics solutions to carry the Mobility moniker.

3D Rage II family review (DVD, VT4, IIc)

This time the architecture was definitely up to date 3dd all of the critical 3d features working. To my knowledge Pi II did not get any better than this. Retrieved from ” https: 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 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.

It turned out R2c has the same memory clock wall as R3- after MHz it gives cpi. 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. Not because of lack of memory, this is true for all Rage II cards reviewed. The processor was known for its well-performing bit color mode, but also its poorly dithered bit mode; strangely, the RAGE was not much faster in bit color despite pcu lower bandwidth requirements.

Maybe newer drivers broke compatibility with the tweak.



And Rage II ain’t some speedster. Even if these features were “free”, Rage II performance would be far from best. It offered Filtered Ratiometric Rwgewhich automatically adjusted images to full-screen size.

Almost every version of Rage was used in mobile applications, but there were also some special versions of these chips which were optimized for this. Perspective correction and 32 bit depth and even Z-buffering have little impact, but bilinear filtering higher than desirable performance drop.

Reported chip clock is 75 MHz, but that is wrong without a doubt. Soon the competition in value segment got too tough.

In other projects Wikimedia Commons. On top of that AGP 1x interface became an option, but without any advanced features.

Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels. It is the successor to oci Mach series of 2D accelerators. There are tweakers with sliders that should help with this issue sacrificing some performance, but I couldn’t achieve any change.