I did some feature tests on VT4 in Tomb Raider 2. In games, performance actually suffered. Considering full availability in Christmas season such figure was far from exciting. Perspective correction and 32 bit depth and even Z-buffering have little impact, but bilinear filtering higher than desirable performance drop. Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels.

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Again and better Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip avp the line.

Rage II in person I bought this board with afi 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. So I have nothing much to talk about, gallery is at your disposal anyway.

For it’s time it is quite feature rich and can draw nice pictures, unless one nasty bug kicks in.

It fixed the Battlezone issues at least. As for driver bugs, I found only one serious, objects are disappearing in Battlezone.

With memory bandwidth and sufficient capacity to allocate, true color rendering is a possibility. But for the time Rage II line gained big market share among 3d accelerators.

Archived from the original on On the hardware side Rage II was a solid low end architecture, but still with insufficient fillrates for x and therefore in great distance of performance chips. Initial versions relied on standard graphics memory configurations: In reality, early versions of the new driver only delivered increased performance in benchmarks such as Ziff-Davis ‘ 3D Winbench 98 and Final Reality.


The chip was basically a die-shrunk Rage Prooptimized to be very inexpensive for solutions where only basic graphics ikc was necessary.

ATI 3D Rage IIC AGP Specs | TechPowerUp GPU Database

Reported chip clock is 75 MHz, but that is wrong without a doubt. Also depth buffer never delivered improved performance, so it is unlikely kic is any z-compare rejection of pixels. 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.

Driver selected VT3 string, interesting Experience 3d gaming with mere 2 MB is very limiting even if the chip was powerful. Come to think of it how many small triangles were in old games?

Current technologies and software.

This will limit number of tests but never mind, better to have casual card than rarely used exception. All 3d primitives from points to quadrilaterals are supported. However some bugs and simplifications hold image quality back.

Considering how many boards shipped with only two megabytes of memory, it is welcome addition nonetheless. Same features, same image quality, as can be iix in the gallery. 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.


ATI Rage IIC 3d AGP Video Card 109-49300-01

Blending unit looks flexible enough for any mode early Direct3d apps could throw at it. Announced performance was 26 million perspectively correct texture mapped afi per second. Windows 95 and Mac OS were not supported. To my knowledge Rage II did not get any better than this. Even if these features were “free”, Rage II performance would be far from best.

They were ATI’s first graphics solutions to carry the Mobility moniker. On top of that AGP 1x interface became an option, but without any advanced features. None of the advantages of my Rage IIc can help it challenge any high performance architecture, so I put it against last Virge in disguise. It turned out Fage has the same memory ayp wall as R3- after MHz it gives up.

Most important was z-buffering implemented in hardware, as it became requirement for many Direct3D games. In other projects Wikimedia Commons.