Thus the improvement over first Rage II comes down only to more memory. However some bugs and simplifications hold image quality back. Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels. Aside from the VR chip’s lower price-point, the main difference was that the former was a full bit design, while the VR, still a bit processor internally, used a bit external memory interface. There is one suspicious image quality issue, textures often seem to have reduced color range. They were ATI’s first graphics solutions to carry the Mobility moniker. This creates obvious color banding on low resolution textures viewed up close.

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Most important was z-buffering implemented in hardware, as it became requirement for many Direct3D games.

ATI Rage – Wikipedia

As for driver bugs, I found only one serious, objects are disappearing in Battlezone. Even if these features were “free”, Rage II performance would be far from best.

Experience As you will see in the performance summary improvements in the 3d architecture are not to be seen in real games. Rage II in person I bought this board with four memory chips in hope it is 4 MB, but it seems only way to get first Rage II with such capacity is through cards with memory expansion module.

It offered Filtered Ratiometric Expansionwhich ai adjusted images to full-screen size. From now on Rage chips carried new A3D logo, to show how serious is the new trend. None of the oci of my Rage IIc can help it challenge any high performance architecture, pi I put it against last Virge in disguise.


ATI RAGE IIC graphics card – RAGE IIC – 4 MB

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. This is not much of surprise from a chip without texture caching, still despite this optimization in synthetic tests the performance drop of bilinear filtering remains rather big.


Maybe newer drivers broke compatibility with the tweak. Almost every version of Rage was used in mobile applications, but there were also some special versions of these chips which were optimized for this. Similarly to Laguna3D all members of Rage II family suffers from perspective problems, some surfaces are just wavy instead of straight. Considering how many boards shipped with only two megabytes of memory, it 2f welcome addition nonetheless.

With clocks almost identical to my vanilla Rage II it should demonstrate how additional memory helps. As a low-power solution with capable 2D-acceleration, the chip was used on many low-end graphics cards. Yet the driver is not preferring format, there is no speed improvement anyway. It scored with imperfect, but well chosen feature set including all important blending modes.

The chip was basically a atk Rage Prooptimized to be very inexpensive for solutions where only basic raage output was necessary. More promising feature could be texture compression technique with two to four times compression ratio, but raye this ATi understood less exciting palletized textures.

As the name says, AFR renders each frame on an independent graphics processor. This time the architecture was definitely up to date with all of the critical 3d features working.

Rage LT aka Rgae LT was often implemented on motherboards and in mobile applications like notebook computers. It fixed the Battlezone issues at least. Thus the improvement over first Rage II comes down only to more memory. For 3D Charger 4 MB of memory became standard and the card has good compatibility, avoiding problems until ragee generations of games in ATi also kept on missing opportunity to implemented vertex specular highlights under Direct3d, despite having the feature in their proprietary CIF.


It turned out R2c has the same memory clock wall as R3- after MHz it gives up.

PCI ATI AMC 109-40600-10 Rage IIC Graphics Video Card Rage2c

afi I did some feature tests on VT4 in Tomb Raider 2. It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines.

To my knowledge Rage II did not get any better than this. The processor was known for its well-performing bit color mode, but also its poorly dithered bit mode; strangely, the RAGE was not much faster in bit color despite the lower bandwidth requirements. Current technologies and software. C2 and better Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line.

This creates obvious color banding on low resolution textures viewed up close. There is one suspicious image quality issue, textures often seem to have reduced color range.