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The Graphics Card
The
Basics
When an application
wants to communicate with the user through the PC’s screen, it first
builds a message in the 'virtual screen' in the PC’s memory. The message
to be displayed is next passed from the application to the operating
system as a block of memory. The operating system then formats the message
and transfers it to the display graphic card’s own memory as a pattern of
pixels that represent the image or text message. The graphics card then
reads the formatted message out of its display memory and paints it onto
the screen.
The video /
graphics card converts digital data into signals that can be sent across a
connector to your monitor, which interprets the signal into an image on
screen. A good graphics card seems to make an image on your monitor just
appear, while a slow card causes am image to slowly draw across the
screen. Also, in a Windows environment, the sooner the next menu option
appears, the sooner you can continue with your work. This is why a good
video card can improve the performance of Windows, especially with
applications that require a high amount of graphics redrawing, like
publishing applications or games. The processor on the video card can
offload portions of video processing from the CPU, which speeds up the
screen display.
| What you want from a good
graphics card |
High Colour Depth High Screen
Resolution High Refresh Rate Fast GUI Performance (2D) Fast
DOS Performance (3D) Fast Video Display Performance |
| Important for achieving
this are |
The Type of Video RAM The
Amount of Video RAM The Speed of the DAC The Type of the Bus
System (i.e. Data Transfer
Rate) The chipset Clock
Speed |
2D and
3D
The market splits
graphics cards roughly into 2D and 3D cards, the major difference being in
that 2D cards still deliver 3D as a sort of bonus and 3D cards do all the
singing and dancing 2D and 3D. Some 3D cards, however, are 3D-only, which
is perfectly adequate if you already have a good 2D card as both cards can
work nicely alongside each other.
The reason for
having two operating environments is that every environment renders the
graphics differently. In Windows, all the buttons you press appear to
bevel in and out, simulating a 3 dimensional effect. But it is, in fact,
only done by a clever shading of colours. The Windows GUI (Graphical User
Interface) DOES no real environment
rendering as all windows, dialog boxes and menus, etc. are predefined. You
can resize and customise most windows and menus by changing the
colours and effects, but every time you access a function, you always know
in advance how the dialog box is going to look like, because GUI objects
use a standard set of incorporated graphics functions.
Genuine 3
dimensional rendering only really happens when the environment is being
recreated every time you access it, like in 3D games. You never know
what's around the corner, even if you have been there before, because
something might have changed. The bottom line is, that in a 3D environment
you can make changes to the environment itself (like shooting objects,
which after you have shot them have changed), because the environment is
rendered rather than predefined.
3DFX is a way of
providing additional instructions which programmers can make use of in
order to increase game play, graphics rendering and effects. The choice of
what graphics card to decide for depends entirely what use you intend to
make of it. Many combination cards are already on the market, offering
2D/3D and 3dFX, such as the S3 Savage, Matrox Millennium G200/G400, ATI
Rage Fury or Voodoo3.
Resolution
The individual dots
that make up an image (and the graphical user interface) are known as
pixels. In addition, the number of colours that can be displayed can vary
from 16 to 16 million colours or more. The number of pixels used to make
up the display, along with the number of colours, is the resolution. The
majority of video cards meet the video graphics array (VGA) standard that
begins at a resolution of 640x480 pixels with 16 colours. You also have
the Super VGA (SVGA) standard which also begins at 640x480 pixels but with
256 colours.
How high a
resolution you can get in terms of pixels and how many colours you can
display depends on the amount of memory that is on your graphics card. The
colour information for each pixel is stored as a binary number. The bigger
this number the more colours are possible. This is known as colour depth -
the more the better. Having enough memory is only one part of the equation
though, your monitor must also be capable displaying the
resolution.
Number of possible colours |
Resolution
in Pixels |
| |
640 x 480 |
800 x 600 |
1024 x 768 |
1280 x 1024 |
1600 x
1200 |
16 (4
bit) |
256k |
256k |
512k |
1MB |
1MB |
256 (8
bit) |
512k |
512k |
1MB |
2MB |
2MB |
65,536 (16
bit) |
1MB |
1MB |
2MB |
4MB |
4MB |
16,777,261 (24
bit) |
1MB |
2MB |
4MB |
8MB |
8MB |
Memory
What you need to
care about when thinking of video cards is that each higher standard means
more work for the video card. Higher resolutions require faster scan rates
and more processing power. For example, a single screen at 640x480 pixels
in 256 colour mode can take 370k memory. If you go up to 1024x768 pixels
in 256 colours you already need 768k. At 1024x768 pixels your monitor must
be able to refresh at least 75 times per second, so you see there is a lot
of processing power needed. The bottom line for you is that memory on the
video card speeds up your video display. The type of memory featured on
your graphics card is therefore very important. These days most graphics
cards come with SDRAM, which is the same type of memory that your
motherboards takes as system memory.
|
Graphics Card Memory Types |
|
EDO -
Extended Data Output This is the same type of memory used to be the
main memory of older PCs. It is the slowest type on graphics cards
and is not in common use any more.
VRAM -
Video RAM A dual
ported type of memory, which means it can be written to and read
from simultaneously. One of the most expensive types of memory and
already outperformed by other types, such as SGRAM.
WRAM -
Windows RAM Another dual ported type of memory but cheaper to
manufacture than VRAM. Used to be used mainly by Matrox
Cards.
MDRAM -
Multi Bank RAM A
system of interleaving using independent areas of memory around a
central controller. It can achieve 128-bit access with only 2.25Mb
and was amongst the fastest on the market before SDRAM made its
appearance.
SDRAM -
Synchronous RAM This is the same type of memory as used be most
PCs and Apple Macs these days. Read more about it in the memory
section.
SGRAM -
Synchronous Graphics RAM A special version of SDRAM used on DIMMs, which
can be clocked much faster. High end Graphics cards, such as the
Millennium G400 are available as SDRAM as well as SGRAM versions,
where the SGRAM version is the better one. It provides faster
performance but is slightly more expensive than the SDRAM
version. |
The
DAC
Once the image has
been formed in the graphics card memory it needs to be transmitted to the
monitor. Monitors are basically analogue devices driven by a varying
voltage signal. The digital information in the card’s memory is
transformed into this signal by being piped through a DAC (Digital to Analogue
Converter). The faster this happens the
higher the possible refresh rates. Most graphics cards can produce much
higher refresh rates than your monitor can handle but it is always a good
idea to check your monitor’s capabilities to ensure the graphics card can
support them.
One way of getting
extra performance out of the graphics card is to increase the width of the
bus between the memory, the processor and the DAC. Cards quoted as 32bit
for example can transfer data in chunks of 32bits. But this is not an
absolute pointer to increased performance. Because the memory chips used
on most cards have a 32-bit data bus you need to have at least 2Mb on
64bit cards or the advantage is lost. Likewise, 128bit cards need at least
4Mb.
Today's graphics
cards come with a minimum of 4MB SDRAM with up to 32MB on high end 3D
cards such as the ATI Rage Fury.
The Bus
Type
As progress
continues, the bus speed and data transfer rate increase. Earliest video
cards used to sit on a 16bit EISA bus, commonly still referred to as ISA
cards. Those cards are still around on old 486 PCs, but the limited
pathway to an ISA/EISA video card has always been the bottleneck to fast
video performance, so it was not before long that the pathways were
increased to 32bit by adding a VESA (Video
Electronics Standard Association)
extension to the existing EISA bus.
Next in the line
were PCI (Peripheral Components Interconnect) cards, still providing 32bit but on a much
smaller port, which also provided additional enhancements such as 'PCI
Steering', a method that allows PCI ports to share interrupts with other PCI ports. PCI
ports are still in common use sound cards, internal modems and any other
internal expansion cards, but with the emergence of the AGP (Accelerated Graphics
Port) port the pathway has again been
increased, providing much faster graphics. AGP is a dedicated slot for graphics cards
with two main advantages. First it runs at 66Mhz or higher bus speed, with
several additional optimisation enhancements delivering transfer rates of
528Mb per second, compared to the 132Mb of the PCI bus. Second it has
direct access to the computers system memory. This means that the graphics
card can make direct use of your main memory in case it cannot provide
enough memory resources on its own.
AGP Slot
 |
PCI Slot
 |
ISA/EISA Slot
 |
The
Connector
Naturally, the
graphics card is only half of the display system. The actual display
device - the monitor, usually some form of CRT, is required to view
the generated images. The monitor is attached to the video/graphics card
through a standard 15-pin high-density D shell connector.
Not all connectors are always
used as some features might not be supported by the monitor but, most of
today’s CRTs will use at least twelve of them.
In order to
fully understand how the picture appears on the screen you also need to
have a look at the monitor
section.
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