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Conclusion Because AGP
is an evolving technology and both software and hardware developers are still
experimenting with different optimizations for it, it's hard to come up with a hard and
fast rule about whether to overclock the AGP bus or leave it at standard clockspeed so
that the SBA can function.
For 3D applications that make use of lots of small textures (total texture size not
withstanding), SBA makes a lot of sense. The majority of the latencies
incurred by the large number of AGP requests and commands will be effectively masked by
channeling them through the dedicated SBA lines. This gives the card an
advantage over the AGP bus without SBA even though it is overclocked.
That's because the latency of each and every AGP request or command down the SBA-less
AGP bus will NOT be masked; and they will cause quite a degradation in
effective throughput. This is especially true if the AGP pipeline of the card is deep
and the number of AGP requests is high.
For 3D applications that make use of large textures, however, the overclocked AGP bus
will prove to be the better solution. That's because the large textures will be able to
cross the bus significantly faster. And although the latency of each AGP request won't be
masked, it will be reduced and the effect minimized by the fact that there are fewer AGP
requests per MB of textures transferred. This is especially true if the AGP pipeline is
short and the number of textures used is low.
However, looking at the trend adopted by both software and hardware manufacturers, it's
doubtful that the higher bandwidth of the overclocked AGP bus will be utilized much. AGP
has always had a bad reputation. For one thing, its bandwidth is miserable compared to
what onboard RAM on most cards these days are capable of. So both software and hardware
developers will always be developing ways on overcoming that shortfall. Naturally, the
theme would be to reduce reliance on the AGP bus. How would they do that?
Well, graphics card manufacturers are now pushing out cards with 16-32MB of onboard
RAM. 64MB of onboard RAM may even be appearing soon. The reason why they are adding so
much onboard RAM is because the onboard RAM will be able to accommodate most, if not all,
of the textures used by the 3D application and thus minimize the effect of the slow AGP
bus.
Still, RAM is not cheap and to ensure certain 3D applications (read : games) would be
able to run at a usable speed, software developers try to keep the texture size low by
using small textures. But just in case the need for large textures arises, hardware
developers have started adding texture compression support to their hardware so that if
the software developers need to use large textures, they will be able to do so without
incurring crippling degradations in texture rendering speed. With texture compression,
large textures will effectively be reduced in size so that they can be more easily and
quickly transferred across the AGP bus.
Because all these methods aim to reduce the effect of the AGP bus' low bandwidth on the
graphics controller's performance, it goes to reason that any increase in the AGP bus'
bandwidth, courtesy of overclocking, will have minimal effect on the performance of the
graphics controller. That's why it's doubtful that overclocking the AGP bus will have as
much effect as improving the efficiency of the AGP bus by utilizing the SBA.
To sum it all up, if your card supports SBA, enable it for better AGP
performance but if it doesn't come with the SBA, then overclock the AGP
bus for a slight boost in performance.
| Date |
Revision |
Revision
History |
| 05-11-1999 |
1.0 |
Initial release |
| 15-11-1999 |
2.0 |
Major revamp of the guide with two new
pages (pages. 02 & 03) added
Name changed from AGP Optimization (Sidebanding) Guide to AGP
Sidebanding vs. AGP Overclocking Guide |
| 18-11-1999 |
2.1 |
Expanded a little on the Via Driver Option section
Corrected several links |
| 02-12-1999 |
2.2 |
Added the Dangers Of Overclocking
The AGP Bus section |
| 19-01-2000 |
3.0 |
Added the Via DirectX 7 and Via PowerStrip sections
Expanded the Disabling Sideband Support section
Corrected several spelling and grammatical errors
Cleaned up the TOC (Table Of Contents)
Corrected several links |
| 22-09-2000 |
3.1 |
Expanded several sections
Added better looking graphs |
The grayed out text in the
page 1 was written by Frank Hady of Intel's Platform Architecture Labs and is
copyright of Intel.
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