|
|
#11 (permalink) |
|
Administrator
![]() Join Date: Jul 2004
Location: Canada
Age: 24
Posts: 19,946
|
Section 05 - When Stuff Goes Wrong
I bought a new videocard, plugged it in, computer turns on, fans spin but I got nothin on the monitor - Is the card firmly plugged in all the way? - Does the card require additional power connectors? Are those connectors plugged in? If you're using molex->PCIE convertor... is the convertor plugged into the power supply? Does your PSU provide enough power on the 12V line for the videocard? - Tried the other VGA/DVI connector? Is the monitor confirmed to be working? - Does the fan on the videocard spin up? How about any diagnostic lights on the motherboard? Do you get any beeping? My computer shuts-down/restarts (or slows down) when I'm playing games .. what gives? I know my CPU isnt overheating! Try logging your video card's temperatures. See the VFAQ for a link dealing with this
__________________
ASUS P5K Premium WiFi-AP, Q6600@3.7 / ASUS P5ND, E6400@3.8 4GB OCz Platinum XTC 8500 / 4GB CorsairXMS2 6400 5x500GB Seagate 7200.10 / 2x500 Seagate 7200.10 OCz 8800GTX 768MB @ 630/800 / 2x Galaxy 8800GT SLI Last edited by Praetor; 02-26-2006 at 03:07 PM. |
|
|
|
|
|
#12 (permalink) |
|
Administrator
![]() Join Date: Jul 2004
Location: Canada
Age: 24
Posts: 19,946
|
Section 06 - The Encyclopedia
GPU/VPU An abbreviation for graphical processing unit or visual processing unit this term refers to the chip that provides the video functionality to the computer as a whole. This chip can be present on a discrete card or it can be embedded into the platform as an integrated solution. To avoid confusion, the rest of this guide will refer to this chip as GPU Video Card Technically speaking this term refers to a physical expansion card that plugs into the motherboard and provides video capabilities to the system. Used more conversely, the term 'video card' generally refers to the GPU present in the system whether it is a discrete expansion card or not. To avoid confusion, whenever the term videocard is used in this guide, unless otherwise stated, it will refer to a discrete expansion card. Integrated Graphics/Onboard Video In order to support a discrete videocard, a computer must have existing expansion slots: providing these expansion slots, from the manufacturer's perspective, has two impacts on the system: [1] increases the cost of the motherboard and [2] increases the cost of the system as a whole (since the system will then have to feature a videocard). To cut these costs, computer manufacturers resort to integrating the video controller directly into the motherboard: the end user has a video display, and the manufacturer makes cuts the most expenses. From a consumer perspective, having integrated video solution generally means less expandability and less performance as a whole (since the video memory will draw from the main system memory, thus reducing the amount of memory available to the system as a whole) however there are reasons sometimes to opt for intagrated video:
Interfaces: PCI, AGP, PCIE The performance of a videocard is limited by what interface is using: some interfaces provide more bandwdith than others and as such, make a better choice for videocards (and especially gaming cards which are heavily bandwidth dependent). A quick breakdown of interfaces, past and present:
Shader Models: Pixel Shaders, Vertex Shaders Firstly, to preemptively clarify a very common misnomer: a shader is not a hardware 'thing' but rather, a shader is simply code. It is a specific type of code that affects the pixels or vertices of a 3d object. To reiterate: video cards, in the context of pixel/vertex shaders, do not "come with shaders". As just mentioned, a shader is simply a block of code that allows for a game developer to add geometric and/or lighting transformations to a 3d object before it is finally rendered and seen by the end-user. Vertex shaders are available to augment the T&L features (and consequently, any vertex shader programs are run roughly when T&L effects are applied) as well as performing geometric deformations. Pixel shaders are run after all the geomtry has been finalized generally concern themselves with texture, lighting and other surface-related effects. Over the years, several revisions of the shader models have evolved
Shader Pipelines A shader pipeline is essentially a dedicated hardware path for a shader program to run: having more such paths allows for more simultaneous programs to run (and thus there is an overall performance increase as the number of pipelines is increased). For the most part, the effects seen in games effects the world after all geometric data has been processed (i.e., after the vertex shaders have done their work) so there is generally more of a benifit to increase the number of pixel processing pipelines as cards become more advanced (this also explains why there are almost always more pixel pipelines than vertex pipelines). SLI/Crossfire and other Multigpu configurations 3dfx: where it all started SLI, originally introduced by 3dfx with their Voodoo2 cards, stood for scan line interleave and it was just that: two video processsors would work towards rendering a frame: one GPU would process the odd lines and the other would render the even ones. 3dfx's implemented SLI using two cards connected by a dongle (which suffers from timing issues since the scene reconstruction occured after the video had been sent to the RAMDACs) as well as having two GPUs on the same board. For the most part, when 3dfx dissapeared, SLI somewhat dissappeared. nVidia More recently, nVidia has ressurected the idea of multi-GPU rendering (they weren't the only bunch to do so, just the only one really successful at it). As things currently stand, SLI stands for scalable link interface. The principle here is the same: take to identical and compatible video cards (that is, same make and model), link them up and have the two cards jointly render a scene. There is a theoretical performance increase of 100% however it will never hit that mark due to load-balancing overhead). A few intrepid manufacturers like Gigabyte and ASUS have gone a step further and put two GPUS and two sets of memory together on single card (i.e., single card SLI). Also, with the latest driver revisions (ok, for some time now), SLI no longer requires that the cards be exactly identical: in fact, the individual cards can be run asynchronously of each other (also, the PEG link is no longer required per se however not using it comes at a roughly 5% performance cost). ATi's competing technology, Crossfire is essentially the same principle however ATi's crossfire is significantly more 'open'. Whereas nVidia's SLI requires an NF4SLI chipset to be paired with two identical cards for SLI to be enabled, ATI's solution works across multiple chipsets (RX200 and i955X) and two identical cards are not required. In short, Crossfire is slightly more flexible and lenient as far as product selection goes but at the end of the day, as far as the consumer is concerned, it's essentially the same deal. As noted above, SLI has become more flexible as of late however its interesting to note that Crossfire was developed with the flexibility in mind. RingBus This is ATi's new fancy 512-bit memory controller architecture which was designed with very high clockspeeds and futureproofing in mind. The quick and dirty explaination of how it works is that there are two 256bit memory paths that data can traverse with four stop-points (at each of those points, the controller can access two memory modules). This means that traversing between memory and the memory controller and the cache is done extremely efficiently -- which may be the explaination behind why the Radeon X1800 cards can compete so well against their GeForce7800 counterparts even though they suffer a pipeline defiecit. Again, a picture can quickly convey the idea how how things operate ![]() HyperMemory & TurboCache The easiest way to cut costs on budget cards is to use less 'stuff' (i.e., fewer pipelines, a smaller memory bus, less memory etc). This works however, up to a point after which the cost savings no longer outweigh the performance hits. One method of further reducing costs without dropping the performance significantly is by leeching off the system memory (and thus reducing the amount of memory that is physically included on the card). For an AGP card this would result in a massive performance hit since the bandwidth is optimized for one-way transfers however PCI Express is a full-bandwidth bi-directional interface and so this [leeching the system memory] is now possible with only minor architecture changes. To the end user, the performance if a card with Hypermemory/TurboCache is comparable (although less than) to the same card with the same amount of actual physical memory present. Generally speaking, it's advisable to avoid purchasing such cards since comparable cards (which dont leech off the system memory) are available for the same price bracket. Video Memory: [G]DDR, [G]DDR2, [G]DDR3? To clarify a few things about naming conventions and such within the context of video memory,
As far as performance goes, there's no difference between the different types of memory: they are all "DDR" meaning that they will all do double-data-rate (meaning that for each clock pulse, data is sent on both the rising and falling portions of the pulse as opposed to the older types of memory which only sent data once per pulse). The difference is however that DDR-II and GDDR3 are capable of higher clock speeds with GDDR3 using a lower signalling voltage and thus not suffering the heat issues encountered with DDR-II. Of the three, as expected, GDDR3 is the most advanced and for those concerned with overclocking and squeezing the most performance from the card. will be the memory type of choice. Refresh Rate/Response Time These are measuires of the performance of a display device: the refresh rate measures the number of times a CRT will refresh per second with higher values being superior. Response time is a measure of performance for LCD displays. Although not technically accurate you can 'translate' a response time into a refresh rate using the following conversion: Approximate Refresh Rate Equivalent = 1000 ÷ Response Time DSub15, DVI, RCA, Coax, SVideo DSub15 and DVI are the two common connectors found on videocards which allow for users to connect CRTs and LCDs to them. High end video cards often feature or or more DVI connectors but users with CRTs that dont interface with DVI, a convertor needs to be used. For videocards featuring more videoIn and videoOut connectors, RCA or S-Video may be used. Both RCA and S-Video are established media connectivity formats with S-Video being the superior of the two. Vsync An option present in many games, vsync or vertical synchonization means that the frames being drawn on the screen will coincide will the actual refresh of the display device. Disabling vsync generally allows for higher framerates however since frames are being generated regardless of whether or not the user sees them or not, sometimes there are artifacts. Enabling vsync will limit these artifacts and flickering. VIVO An abbreviation for Video-In Video-Out this simply means that the card supports both input and out to/from external video sources. Most videocards will feature some form of VideoOut which allows you to output what you see to a TV or a VCR etc. VideoIn is the exact reverse: it allows you to capture video coming in from a TV or VCR or other similar device. VideoOut is often a standard feature on videocards and such wont add much of a cost to the device; videoin however will add significantly to the cost of the device and as such, if you're on a budget, make sure you want these features if you select a card with VIVO RAMDAC An abbreviation for RAM Digital-Analog-Convertor, these devices convert the internal digital signal to an analog form that analog monitors can interpret (digital displays do not need this extra processing). The performance of a RAMDAC is given in MHz with higher ratings allowing for higher resolution + refresh rate combinations. For the most part, avoid buying cards with RAMDACs rated less than 350MHz.
__________________
ASUS P5K Premium WiFi-AP, Q6600@3.7 / ASUS P5ND, E6400@3.8 4GB OCz Platinum XTC 8500 / 4GB CorsairXMS2 6400 5x500GB Seagate 7200.10 / 2x500 Seagate 7200.10 OCz 8800GTX 768MB @ 630/800 / 2x Galaxy 8800GT SLI Last edited by Praetor; 02-26-2006 at 03:08 PM. |
|
|
|
|
#13 (permalink) |
|
Administrator
![]() Join Date: Jul 2004
Location: Canada
Age: 24
Posts: 19,946
|
API: DirectX, OpenGL
APIs or application programming interfaces are essentially just that: a code interface that a developer can make use of so that [s]he does not have to code every tiny little thing over and over again (i.e., to avoid reinventing the wheel). In the context of 3D game engines, two major API packages exist, DirectX and OpenGL
Pixels and Texels Pixel is an abbreviation for picture element and is the smallest unit of a digital display; each such dot is assigned a color and brightness value and a composite of such dots creates what we see as an image. The greater the number of pixels in a scene/image, the higher the resolution (i.e., higher quality). In a similar fashion, a texel is an abbreviation for texture element and where a pixel might be the base unit for a 2D image, a texel is the base unit for a 3D image and defines not just the color/brightness but also the surface characteristics. More commonly advertised with older (pre-2000) videocards, the pixel-fillrate was a useful benchmark which allowed potential customers to discern between good and bad videocards: with more modern videocards where the emphasis is more on 3D scenes and much more advanced transformations, the pixel fillrate is no longer a significant performance indicator. Z-Buffer In a 3D scene where objects may appear in front of other objects, there is no point in wasting processing resources on rendering an object that will never been seen by the user. Whether an object is seen or not by the user is determined. Z-buffers are specified by its precision: 8bit, 16bit, or 24bit T&L, Transform & Lighting T&L was a revolutionary step forward for computer graphics where the GPU took over the process of performing all the 3D calculations (geometric and lighting) that used to be performed by the CPU (thus allowing the CPU to concentrate on other tasks). Generally speaking T&L refers to Hardware T&L - software implementations do exist and are used where the hardware acceleration for T&L does not exist but at the cost of a significantly increased burden on the CPU. Hardware that is based on the nVidia GeForce256 or ATi Radeon class cards or better support T&L Static/Dynamic Lights & Shadows Light sources in older games were stationary (even when you knocked over what should have been the light source, you could still see the room) in a somewhat "standard" light level. With dynamic lights, light sources can move (i.e. a swinging spotlight will constantly change the lighting in a room). Hand in hand with lighting are shadows: static shadows are just that; you create the same shadow regardless of the lighting intensity coverage: with dynamic shadows, physics calculations are done to determine what shape to draw a shadow as well as how dark to make it. Meshes, Models, Polygons, Skins, Bones, etc In a modern 3d game, most or all the "objects" that you can see and interact with are represented in three dimensions and in order to do so, require some form of representation.
Soft Shadows In videogames we are often accustomed to seeing shadows being very hard-edged and concrete however in reality, the edge regions of shadows are actually blurred and softened. This is what soft-shadowing attempts to emulate albeit at a significant performance hit. For the most part (at the time of this writing), soft-shadowing techniques have just begun to emerge into the market and often, the image quality enhancement does not offset the performance drop. High Dynamic Range (HDR) & Blooming In real life, as we transition from a dark area to a very bright one, the light 'feels' brighter than it really is and consequently, what we can see (due to the brightness) is different from what we might have been able to see if there was not such a dramatic transition. Blooming refers to the spill-over effect (which is very similar to HDR and was used as a less intensive means of emulating proper HDR) where light from a bright object spills over to the surrounding space. As GPUs and video engines have become more and more advanced, HDR has (and will continue) to become more prevalent. For users not using high end hardware, it's often best to disable this option as it will result in a significant performance hit. As a side note, nVidia cards often market something called HPDR for High Precision Dynamic Range which just means they use 64bit color rather than the customary 32bit color ... for the most part this is just a bragging poijnt rather than anything significant in terms of final image quality (as perceivable by the human eye) or performance; although the potential for image quality improvement is definitely there due to the improved color precision. Naturally, nothing quite explains all this fancy wording better than a picture (from FarCry): ![]() ![]() Antialiasing When a line is drawn at non-90 degree angles, there will be "jaggies" (i.e., curves look blocky, slanted lines look chunky etc). This "jaggy" phenomena is known as aliasing and it frankly makes games look poor. A method for overcoming this is to perform what is known as antialiasing (AA): by having a look at the data near the point being antialiased, the hardware/engine can smooth out the jaggies so that image quality is improved. Again, nothing like a picture to explain: Recently ATi and nVidia have developed funky techniques for performing AA on stacked-transparent objects (ATi calls theres adaptiveAA, nVidia calls there's transparencyAA(. Again, a quick picture explains tons: ![]() Often associated with AA is a term, FSAA which stands for Fullscreen AA which is essentially where the videocard renders the screen at a higher resolution than displayed internally, performs a quick AA operation on that and resizes the image to the displayed resolution: the processes gives a better quality/performance ratio than performing a stronger AA operation on the final resolution Texture Filtering: Billinear, Trillinear, Ansiotropic All of these texture filturing techniques attempt to deal with a type of artifact that occurs when the camera is far away from a textured surface and/or on a sharp angle to it. Billinear and Trillinear are both isotropic techniques meaning that their texture interpolation is square based. Anisotropic filtering uses a non-square sampling block which allows the filtering method to ensure that the filtering process itself does not introduce more blurring. As before, a picture explains this all very clearly ![]() Texture Compression: 3Dc 3Dc is a open compression technique developed by ATi that allows for up to 4:1 compression meaning that game developers can include 4x as much texture information per memory block as before. As things currently stand, nVidia cards do not utilize 3Dc but instead they use a different texture compression algorithm known as V8U8 which allows for only 2:1 compression. Framerate The framerate (fps or Hz) of a game or benchmark is literally the number of frames being rendered per second: the higher this value the better suited your video card is for that task. As a general rule, 30fps is the minimum bar for what is considered playable: if you're getting framerates below 30fps then you should lower the quality settings or even consider an upgrade. Many games and benchmarks have built in mechanisms for displaying the framerate however there is an application called FRAPS that will also do the same for any DirectX/OpenGL scene (and do other functions too).
__________________
ASUS P5K Premium WiFi-AP, Q6600@3.7 / ASUS P5ND, E6400@3.8 4GB OCz Platinum XTC 8500 / 4GB CorsairXMS2 6400 5x500GB Seagate 7200.10 / 2x500 Seagate 7200.10 OCz 8800GTX 768MB @ 630/800 / 2x Galaxy 8800GT SLI |
|
|
|
|
#14 (permalink) |
|
Administrator
![]() Join Date: Jul 2004
Location: Canada
Age: 24
Posts: 19,946
|
Section 07 - A Look at ATi
ATi one of the largest (in terms of marketshare) players in the videocard market with their direct competition being nVidia. Their claims to fame are:
On the flip side however, there are some not-so-great things generally known about ATi:
Now for a quick breakdown of the last three or so generations of ATi cards
__________________
ASUS P5K Premium WiFi-AP, Q6600@3.7 / ASUS P5ND, E6400@3.8 4GB OCz Platinum XTC 8500 / 4GB CorsairXMS2 6400 5x500GB Seagate 7200.10 / 2x500 Seagate 7200.10 OCz 8800GTX 768MB @ 630/800 / 2x Galaxy 8800GT SLI |
|
|
|
|
#15 (permalink) |
|
Administrator
![]() Join Date: Jul 2004
Location: Canada
Age: 24
Posts: 19,946
|
Section 08 - A Look at nVidia
Aside from ATi, nvidia is the other corporate behemoth, their claims to fame are:
Although just like ATi, nVidia is known for a few shady things too:
Now for a quick breakdown of the last three or so generations of nVidia cards
__________________
ASUS P5K Premium WiFi-AP, Q6600@3.7 / ASUS P5ND, E6400@3.8 4GB OCz Platinum XTC 8500 / 4GB CorsairXMS2 6400 5x500GB Seagate 7200.10 / 2x500 Seagate 7200.10 OCz 8800GTX 768MB @ 630/800 / 2x Galaxy 8800GT SLI |
|
|
|
|
|
#16 (permalink) |
|
Administrator
![]() Join Date: Jul 2004
Location: Canada
Age: 24
Posts: 19,946
|
Section 09 - Official Crap
ATi Stuff
nVidia Stuff
General Video Stuff
__________________
ASUS P5K Premium WiFi-AP, Q6600@3.7 / ASUS P5ND, E6400@3.8 4GB OCz Platinum XTC 8500 / 4GB CorsairXMS2 6400 5x500GB Seagate 7200.10 / 2x500 Seagate 7200.10 OCz 8800GTX 768MB @ 630/800 / 2x Galaxy 8800GT SLI |
|
|