|
8-bit I/O
Recovery Time
Options : NA,
8, 1, 2, 3, 4, 5, 6, 7
The PCI bus is much faster than the ISA bus. So, for ISA cards to work properly with
I/O cycles from the PCI bus, the I/O bus recovery mechanism adds additional bus clock
cycles between each consecutive PCI-originated I/O cycles to the ISA bus.
By default, the bus recovery mechanism adds a minimum of 3.5 clock cycles between each
consecutive 8-bit I/O cycle to the ISA bus. The options above enable you to add even
more clock cycles between each consecutive 8-bit I/O cycle to the ISA bus.
Choosing NA sets the number of delay cycles at the minimum 3.5 clock cycles.
So, set the 8-bit I/O Recovery Time at NA if possible for optimal ISA
bus performance. Increase the I/O Recovery Time only if you are having problems with your
8-bit ISA cards. Note that this function has no meaning if you are not
using any ISA cards.
16-bit
I/O Recovery Time
Options : NA, 4, 1, 2, 3
The PCI bus is much faster than the ISA bus. So, for ISA cards to work properly with
I/O cycles from the PCI bus, the I/O bus recovery mechanism adds additional bus clock
cycles between each consecutive PCI-originated I/O cycles to the ISA bus.
By default, the bus recovery mechanism adds a minimum of 3.5 clock cycles between each
consecutive 16-bit I/O cycle to the ISA bus. The options above enable you to add even
more clock cycles between each consecutive 16-bit I/O cycle to the ISA bus.
Choosing NA sets the number of delay cycles at the minimum 3.5 clock cycles.
So, set the 16-bit I/O Recovery Time at NA if possible for optimal ISA
bus performance. Increase the I/O Recovery Time only if you are having problems with your
16-bit ISA cards. Note that this function has no meaning if you are not
using any ISA cards.
Passive
Release
Options : Enabled, Disabled
Because the ISA bus is so much slower than the PCI bus, any device
engaging the ISA bus normally renders the PCI bus inaccessible to the CPU.
But with Passive Release enabled, CPU-to-PCI bus accesses are allowed via passive
release of the PCI bus. It does so with the use of the chipset's embedded 32-bit posted write
buffer.
The write buffer stores the PCI writes from the CPU when the ISA bus is
being accessed. The data is then written to the PCI bus by passive release. Therefore, the processor can
still access the PCI bus even when the
ISA bus is being accessed.
Otherwise, the arbiter will only accept another PCI master access to
local DRAM. In other words, only another PCI bus master can access the PCI
bus, not the processor. This feature is used to meet the latency of the ISA bus
master, which is much longer than that of the PCI bus master.
Enable Passive Release for optimal performance. Disable
it only if you are facing problems with your ISA cards.
Delayed
Transaction
Options : Enabled, Disabled
This feature is used to meet the latency of
PCI cycles to and from the ISA bus. The ISA bus is much, much slower than
the PCI bus. Thus, PCI cycles to and from the ISA bus take a longer time to
complete and this slows the PCI bus down.
However, enabling Delayed Transaction enables the chipset's embedded 32-bit posted write
buffer to support delayed transaction cycles. This means that transactions
to and from the ISA bus are buffered and the PCI bus can be freed to
perform other transactions while the ISA transaction is underway.
This option should be enabled for
better performance and to meet PCI 2.1 specifications. Disable it only if
your PCI cards cannot work properly or if you are using an ISA card that is
not PCI 2.1 compliant.
PCI 2.1
Compliance
Options : Enabled, Disabled
This is the same thing as Delayed Transaction above.
This feature is used to meet the latency of
PCI cycles to and from the ISA bus. The ISA bus is much, much slower than
the PCI bus. Thus, PCI cycles to and from the ISA bus take a longer time to
complete and this slows the PCI bus down.
However, enabling Delayed Transaction enables the chipset's embedded 32-bit posted write
buffer to support delayed transaction cycles. This means that transactions
to and from the ISA bus are buffered and the PCI bus can be freed to
perform other transactions while the ISA transaction is underway.
This option should be enabled for
better performance and to meet PCI 2.1 specifications. Disable it only if
your PCI cards cannot work properly or if you are using an ISA card that is
not PCI 2.1 compliant.
AGP
Aperture Size (MB)
Options : 4, 8, 16, 32, 64, 128, 256
This option selects the size of the AGP aperture. The aperture is a portion of the PCI
memory address range dedicated as graphics memory address space. Host cycles that hit the
aperture range are forwarded to the AGP without need for translation. This size also
determines the maximum amount of system RAM that can be allocated to the graphics card for
texture storage.
AGP Aperture size is set by the formula : maximum usable AGP memory size x 2 plus
12MB. That means that usable AGP memory size is less than half of
the AGP aperture size. That's because the system needs AGP memory (uncached) plus an equal amount of write combined memory area
and an additional 12MB for virtual addressing. This is address space, not physical memory used. The
physical memory is allocated and released as needed only when Direct3D makes a
"create non-local surface" call.
Win95 (with VGARTD.VXD) and Win98 use a "waterfall effect". Surfaces are
created first in local memory. When that memory is full, surface creation spills over into
AGP memory and then system memory. So, memory usage is automatically optimized for each
application. AGP and system memory are not used unless absolutely necessary.
Many people recommend the AGP aperture size should be half
of the amount of RAM you have. However, that's wrong for the same
reason why swapfile size shouldn't be 1/4 of the amount of RAM you
have in your system. As with the swapfile's
size, the AGP aperture size required will be smaller as the
graphics card's memory increases in size. That's because most of the
textures will be stored on the graphics card itself. So, graphics
cards with 32MB of RAM or more will require a smaller AGP aperture
than graphics cards with less RAM.
If your graphics card has very little graphics memory, then you
should set as large an AGP aperture as you can, up to half the
system RAM. For cards with more graphics memory, you shouldn't set
the aperture size to half the system RAM. Note that the size of the aperture does
not correspond to performance so increasing it
to gargantuan proportions will not
improve performance.
Still, it's recommended that you keep the AGP aperture around 64MB to
128MB in size. Now, why is such a large aperture size recommended
despite the fact that most graphics cards now come with large
amounts of RAM? Shouldn't we just set it to the absolute minimum to save
system RAM?
Well, many graphics card require at least a 16MB AGP aperture
size to work properly. This is probably because the virtual addressing space
is already 12MB in size! In addition, many software require minimum
AGP aperture size requirements which are mostly unspecified. Some
games even use so much textures that AGP memory is needed even with
graphics cards with quite a lot of graphics memory (32MB).
And if you remember the formula above, the amount of AGP memory
needed is more than double that of the required texture storage
space. So, if 15MB of extra texture storage space is needed, then
42MB of system RAM is actually used. Therefore, it makes sense to
set a large AGP aperture size in order to cater for every software
requirement.
Note that reducing the AGP aperture size won't save you any RAM.
Again, what setting the AGP aperture size does is limit the amount
of RAM the AGP bus can appropriate when it needs to. It is not used
unless absolutely necessary. So, setting a 64MB AGP aperture doesn't
mean 64MB of your RAM will be used up as AGP memory. It will only
limit the maximum amount that can be used by the AGP bus to 64MB
(actual usable AGP memory size is only 26MB).
Now, while increasing the AGP aperture size beyond 128MB wouldn't really hurt performance,
it
would still be best to keep the aperture size to about 64MB-128MB so that the GART table
won't become too large. As the amount of onboard RAM increases and texture
compression becomes commonplace, there's less of a need for the AGP
aperture size to increase beyond 64MB. So, it's recommended that you set the
AGP Aperture Size as 64MB or at most, 128MB.
|