"mhicaoidh" said:
Taking a moment's reflection, First of One mused:
|
| Note the setting causes the video card to reserve additional system
| memory for textures *only when needed*. When the amount of textures
| in a game is not sufficient to spill over from video card memory to
| system memory, the system memory is still usable in its entirety for
| other processes.
You've got that backward. When you set the aperture to 256, it
reserves that memory *for when it is needed* ... So, whether you need it
or not, it is reserved in advance.
The AGP aperture is a mapping. It does not have to be backed
with physical memory until needed. The video card doesn't
randomly access the entire AGP aperture, it is under programmatic
control, and if Windows puts a texture in some physical memory,
sets the GART to make a mapping so the video card can get at
the texture, then programs the video card so it knows there
is a texture present, then it gets used. It is up to Windows
to manage the memory, and make sure that a piece of physical memory
holding a texture, is not used for something else.
AGP aperture is an allocation of address space, not an
allocation of actual memory.
http://www.ocfaq.com/forum/printthread.php?t=112&pp=100
As I understand it, setting the AGP aperture to large values,
has some impact on the address space. See figure 9 on PDF
page 118. If you have 4x1GB DIMMs on an 875 based motherboard,
figure 9 shows how setting a large AGP aperture will make less
of the 4GB of memory available to the OS.
ftp://download.intel.com/design/chipsets/datashts/25252502.pdf
Paul