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Technology Stocks : Silicon Graphics, Inc. (SGI)
SGI 94.27+2.2%3:59 PM EST

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To: vincent bilotta who wrote (1376)5/13/1997 2:13:00 PM
From: Alexis Cousein   of 14451
 
Vince, you've had your yell now...I can assure you texture memory on an Impact card isn't `a few hundreds of dollars', and hasn't got the same density as the RAM you're talking about either. I'ts not like it is plain DRAM (and if it were, you'd be bitching about the fill rates big time).

>my point is that a few hundred dollars of ram (in the right
>place) would probably speed up compositing work tenfold.

As for:

>i'm begging for a useable amount of texture memory because stuff in
>texture memory can be done in hardware.

Stuff in central memory can also use the hardware. The texture manager pages it in the texture memory, then the IMPACT hardware accesses it. Octane has a pretty good bandwith from memory into the texture cache.

If you *really* don't want to be hurt by texture downloads, and don't care for geometry, and don't need *very* large fill rates that make expensive / low density texture memory indispensable, then go for an O2. You're limited only by the main memory SDRAM (fortunately, the textured fills are done by the MRE, and it can access the memory at pretty near the full published total UMA bandwidth), and there are programming tweaks that let you even do away with the *copies* and access your app's memory directly for texturing.
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