D865GLC Motherboard Manual
17
Dynamic Video Memory Technology (DVMT)
DVMT enables enhanced graphics and memory performance through Direct AGP,
and highly efficient memory utilisation. DVMT ensures the most efficient use of
available system memory for maximum 2-D/3-D graphics performance. Up to 64 MB
of system memory can be allocated to DVMT on systems that have 256 MB or more
of total system memory installed. Up to 32 MB can be allocated to DVMT on systems
that have 128 MB but less than 256 MB of total installed system memory. Up to 8
MB can be allocated to DVMT when less than 128 MB of system memory is
installed. DVMT returns system memory back to the operating system when the
additional system memory is no longer required by the graphics subsystem.
DVMT will always use a minimal fixed portion of system physical memory (as set in
the BIOS Setup program) for compatibility with legacy applications. An example of
this would be when using VGA graphics under DOS. Once loaded, the operating
system and graphics drivers allocate additional system memory to the graphics
buffer as needed for performing graphics functions.
Note:
The use of DVMT requires operating system driver support
Zone Rendering Technology (ZRT)
The Intel Extreme Graphics 2 Controller supports Zone Rendering Technology
(ZRT). ZRT is a process by which the screen is divided into several zones. Each
zone is completely cached and rendered on chip before being written to the frame
buffer. The benefits of ZRT include the following:
•
Increased memory efficiency via better localisation of data
•
Increased on-chip processing speed due to decreased wait time for data
•
Increased effective pixel fill rates
•
Increased headroom for larger resolution and color depth
•
Reduced power as a result of decreased memory bandwidth
•
Reduction in depth and color bandwidth associated with conventional
rendering
Rapid Pixel and Text Rendering (RPTR)
The Rapid Pixel and Text Rendering Engine (RPTR) architecture utilises special
pipelines that allow 2D and 3D operations to overlap. By providing 8X compression,
the RPTR engine reduces the memory bandwidth required to read texture memory,
and reduces the amount of memory required for texture storage.
A dedicated, non-blocking, multi-tier cache is provided for textures, colors, Z and
vertex rendering. With single-pass, quad texture support, the drivers can submit up
to four textures that pass to the graphics engine concurrently. The graphics core can
switch between 2D and 3D operations without having to complete all operations of
the same mode, which minimises the overhead time required in switching between
modes.
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