I did some feature tests on VT4 in Tomb Raider 2. Reported chip clock is 75 MHz, but that is wrong without a doubt. Retrieved from ” https: More promising feature could be texture compression technique with two to four times compression ratio, but by this ATi understood less exciting palletized textures. It seems despite die shrink ATI did not made any architectural advancements, at least not in 3d. Even if these features were “free”, Rage II performance would be far from best. It fixed the Battlezone issues at least.
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Aside from the VR chip’s lower price-point, the main difference was that the former was a full bit design, while the VR, still a bit processor internally, used a bit external memory interface. In games, performance actually suffered. Overall While ATI had a horrible Windows driver reputation since Mach64, and the packages have scary high amount of files, my test system was stable and everything went as it should.
Needless to say 32 bit frame-buffer color with so little memory, even if well implemented, is out of question.
It took many years but final rabe are definitely good. To my knowledge Rage II did not get any better than this. It fixed the Battlezone issues at least. Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels.
OEM 3D CHARGER PCI 4MB SDRAM W/RAGE IIC
Archived from the original on It integrated a low-voltage differential signaling LVDS transmitter for notebook LCDs and advanced power management block-by-block power control.
Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line.
This is not much of surprise from a chip without texture caching, still despite this optimization in synthetic tests the performance drop of bilinear filtering remains rather big.
This, in addition to its early lack of OpenGL support, hurt sales for what was touted to be a solid gaming solution. I did some feature tests on VT4 in Tomb Pvi 2.
OEM 3D CHARGER PCI 4MB SDRAM W/RAGE IIC Overview – CNET
Announced performance was 26 million perspectively correct texture mapped pic per second. 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.
Reported chip clock is 75 MHz, but that is wrong without a doubt. On top of that AGP 1x interface became an option, but without any advanced features. 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.
ATi also kept on missing opportunity to implemented vertex specular highlights under Direct3d, despite having the feature in their proprietary CIF. They were ATI’s first graphics solutions to carry the Mobility moniker.
ATI 3D Rage IIC PCI
Rage LT aka Mach64 LT was often implemented on motherboards and in mobile applications like notebook computers. Upon closer look the bilinear filter is really cheap, just like first Rage showed. Similarly to Laguna3D all members of Rage II family suffers from perspective problems, some surfaces are just wavy instead of straight. Even if these features were “free”, Rage II performance would be pck from best.
ATI Rage – Wikipedia
This time the architecture raage definitely up to date with all of the critical 3d features working. It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. For it’s time it is quite feature rich and can draw nice pictures, unless one nasty bug kicks in. Windows 95 and Mac OS were not supported.
With clocks almost identical to my vanilla Rage II it should demonstrate how additional memory helps. Thus the improvement over first Rage II comes down only to more memory. Same features, same image quality, as can be seen in the gallery. It was also seen on Intel motherboards, as recently asand was still used in for server motherboards.