Some cards use DDR-SDRAM, others use DDR-SGRAM. But not all chips can use the extended SGRAM features.Dave H said:This capability was what differentiated so-called "SGRAM" from normal SDRAM in the olden days; I think it's now standard with graphics-card RAM, but I really don't know.
Tahir said:Does anyone remember the day you could upgrade Video RAM? Me neither!
Hyp-X said:Tahir said:Does anyone remember the day you could upgrade Video RAM? Me neither!
But I do.
I had a Trident 8900 512KB (upgradable to 1MB) and later an S3 805 1MB (upgradable to 2MB).
Not that I upgraded any of them.
The fact that none of the ram chips was soldered on the Trident card came useful when I bought a Gravis Ultrasound and put that 512KB in it.
Tahir said:Does anyone remember the day you could upgrade Video RAM? Me neither!
Grall said:Difference = latency? What? Lower, higher, be specific, people!
I'd think it would be lower, since not having to deal with multiple loads on the memory bus, stubs, trace capacitance etc makes things easier, but then again, the chips are clocked so much faster too so that would probably make up for much of the difference...
But this is just my speculation. Feel free to fill in the blanks guys. Anyone can say "latency" just to try to look good.
Also, bit errors. You don't want that happening on your video card either because it can crash the GPU just as well as a CPU, and it will corrupt textures and models and display lists and all kinds of other stuff.
*G*
Dave H said:Someone will correct me if I'm wrong...but I believe graphics DRAM has the additional ability to write out an entire row of data at a time (i.e. with only one command); this is useful for writing the framebuffer out to the RAMDAC and from there to the monitor every frame. PC main memory isn't called on to regularly dump its entire contents, so standard DRAM doesn't have this ability.
This capability was what differentiated so-called "SGRAM" from normal SDRAM in the olden days; I think it's now standard with graphics-card RAM, but I really don't know.
Memory Architecture: The frame buffer controller of Voodoo2 Graphics (Chuck) has a 64-bit wide interleaved
datapath to RGB and alpha/depth-buffer memory with support for up to 75 MHz SGRAMs or SDRAMs. For
Gouraud-shaded or textured-mapped polygons with depth buffering enabled, one pixel is written per clock -- this
results in a 75 MPixels/sec peak fill rate. For screen or depth-buffer clears using the standard 2D BitBLT engine,
two pixels are written per clock, resulting in a 150 MPixels/sec peak fill rate. For screen or depth-buffer clears
using the color expansion capabilities specific to SGRAM, sixteen (16) pixels are written per clock, resulting in a
1.2 GPixels/sec peak fill rate.