HD 2600 XT Sonic grösserer Speicher verb.

StreetSchizo

Newbie
Registriert
Okt. 2007
Beiträge
1
Moin,

Habe gerade ne Xpertvision HD 2600XT Sonic 256 MB eingebaut, ist ganz ok für den Preis, ich bekomme als GraphikSpeicher 512 MB angezeigt, Futuremark liest folgende Daten aus :

ATI Radeon HD 2600 XT Driver 6.14.10.6727

Description ATI Radeon HD 2600 XT
Manufacturer ATI Technologies Inc.
Total Local Video Memory 512 MB ????????
Total Local Texture Memory 512 MB ????????
Total AGP Memory 256 MB ???????????
Driver File ati2dvag.dll
Driver Version 6.14.10.6727
Driver Details 8.421-070928a-053250C-ATI
Driver Date 9-28-2007
Driver WHQL Certified true
Max Texture Width 8192 px
Max Texture Height 8192 px
Max User Clipping Planes 6
Max Active Hardware Lights 8
Max Texture Blending Stages 8
Fixed Function Textures In Single Pass 8
Vertex Shader Version 3.0 ????????
Pixel Shader Version 3.0 ??????????
Max Vertex Blend Matrices 37
Max Texture Coordinates 8
VGA Memory Clock 796.5 MHz
VGA Core Clock 803.3 MHz
PCI
Name ATI Radeon HD 2600 XT
Vendor ID 0x1002
Device ID 0x9588
SubSystem ID 0x00000000
Revision ID 0x0000

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Texture Formats
32-bit ARGB [8888]
32-bit RGB [888]
16-bit RGB [565]
16-bit RGB [555]
16-bit ARGB [1555]
16-bit ARGB [4444]
8-bit A [8]
16-bit RGB [444]
8-bit YUV [800]
16-bit AYUV [8800]
8-bit AYUV [4400]
FourCC [DXT1]
FourCC [DXT2]
FourCC [DXT3]
FourCC [DXT4]
FourCC [DXT5]

Capabilities
AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Environmental Bump Mapping, Environmental Bump Mapping With Luminance, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Volume Textures, Point Primitive Support, Full-Screen Anti-Aliasing, DXT Compressed Textures, Two Sided Stencil Test, Mipmapped Volume Textures, Mipmapped Cube Textures, Texture Border Color, Spherical Mapping, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting, Scissor Test, Legacy Depth Bias

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Was hab ich denn nun an Graphikspeicher, und wird für ein Shadermodell ( soll ja 4.0 können , oder wird die Fähigkeit nur unter Vista mit Direct 10 angezeigt ?)

vielen Dank im Vorraus für Informationen..


StreetSchizo
 
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