The takeover of ATI had some critics, but the trend of the future seems to be a convergence of CPU and graphics back into a single device and in this regard AMD is doing very well. It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. ATi also never really excelled in 16 bit quality, instead they went for big true color leap ahead with next architecture. ATI kept some old optimization in place, so even bilinear filter quality is still not perfect. Views Read Edit View history. This late chip was very similar to the Rage II and supported the same application coding. NT put them both on the AGP bus and switched between them, and so the board could only operate as a single Rage Pro with the performance of a Rage Fury card.
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Actually, after two freezes doing only timedemos I am not sure if they ever really got it stable.
Very interesting were speculation about multitexturing capabilities of the texture unit. However, in games I was not able to find any situation were enabled multitexturing would increase performance.
NT put them both on the AGP bus and switched between them, and so the board could only operate as a single Rage Pro with the performance of a Rage Fury card. It is codenamed mach64LB and pck you see the chip was used for discrete cards as well. At least sub pixel accuracy was significantly improved but there are dage some polygon gaps to be seen in few games.
Perhaps the rumor was spawned by the “trilinear” claim. Who knows when, but the day will come when 3d accelerator as we use it will be unknown to gamers. What followed after was series of ATI vs Nvidia battles without a clear conclusion.
If it was design choice, the motivation behind it is a mystery to me. In other projects Wikimedia Commons.
Now with all the texture cache Rage Pro should handle this relatively easily. The chip should support also WRAM with external MHz ramdac to exploit them at high resolutions, but I am not aware of any card taking advantage of that.
ATI’s effort to bite into professional market is also clear from addition of edge anti-aliasing. But when it arrived at the end of the year in the form of Rageit also demonstrated very advanced design with “full speed” 32 bit depth rendering. Pcci were Ppci first graphics solutions to carry the Mobility moniker.
As the gallery shows the heaviest issue remains inability to filter textures blended via alpha channel. This page was last edited on 7 Juneat Archived from the original on Finishing words The Rage Pro line may have not been warmly welcomed by gamers in retail, but strong OEM deals were feeding the company better then ever.
Also mip mapping in advanced games like Unreal is still doing wrong mip selections, so I disabled it again. It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. When it comes to framerates Rage Pro with same bus and memory capacity equals both minimal and average results of Voodoo Graphics. In the beginning of happened interesting PR attempt to fake technological update.
It is the successor to the Mach series of 2D accelerators. Current technologies and software. The chip was basically a die-shrunk Rage Prooptimized to be very inexpensive for pvi where only basic graphics output was necessary. It offered Filtered Ratiometric Expansionwhich automatically adjusted images to full-screen size. ATI kept some old optimization in place, so even bilinear filter quality is still not perfect.
Initial versions relied on standard graphics memory configurations: The only added feature is integrated TMDS for flat panels.
Under certain conditions the rumor goes, Rage Pro should be able to perform single cycle multitexturing. Developers were not pleased. And since Nvidia tripped over their shoelaces talent of ATI was no longer to be in doubt.
The Rage Pro graphics accelerator was the rag revision of the Rage architecture and last use of the Rage brand.