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D865GSA Datasheet, PDF (27/94 Pages) Intel Corporation – Technical Product Specification
Product Description
1.5.1.3 Dynamic Video Memory Technology (DVMT)
DVMT enables enhanced graphics and memory performance through Direct AGP, and
highly efficient memory utilization. DVMT ensures the most efficient use of available
system memory for maximum 2-D/3-D graphics performance. Up to 64 MB of system
memory can be allocated to DVMT on systems that have 256 MB or more of total
system memory installed. Up to 32 MB can be allocated to DVMT on systems that have
128 MB but less than 256 MB of total installed system memory. Up to 8 MB can be
allocated to DVMT when less than 128 MB of system memory is installed. DVMT
returns system memory back to the operating system when the additional system
memory is no longer required by the graphics subsystem.
DVMT will always use a minimal fixed portion of system physical memory (as set in the
BIOS Setup program) for compatibility with legacy applications. An example of this
would be when using VGA graphics under DOS. Once loaded, the operating system
and graphics drivers allocate additional system memory to the graphics buffer as
needed for performing graphics functions.
NOTE
The use of DVMT requires operating system driver support.
1.5.1.4 Zone Rendering Technology (ZRT)
The Intel Extreme Graphics 2 Controller supports Zone Rendering Technology (ZRT).
ZRT is a process by which the screen is divided into several zones. Each zone is
completely cached and rendered on chip before being written to the frame buffer. The
benefits of ZRT include the following:
• Increased memory efficiency via better localization of data
• Increased on-chip processing speed due to decreased wait time for data
• Increased effective pixel fill rates
• Increased headroom for larger resolution and color depth
• Reduced power as a result of decreased memory bandwidth
• Reduction in depth and color bandwidth associated with conventional rendering
1.5.1.5 Rapid Pixel and Text Rendering (RPTR)
The Rapid Pixel and Text Rendering Engine (RPTR) architecture utilizes special pipelines
that allow 2D and 3D operations to overlap. By providing 8X compression, the RPTR
engine reduces the memory bandwidth required to read texture memory, and reduces
the amount of memory required for texture storage.
A dedicated, non-blocking, multi-tier cache is provided for textures, colors, Z and
vertex rendering. With single-pass, quad texture support, the drivers can submit up to
four textures that pass to the graphics engine concurrently. The graphics core can
switch between 2D and 3D operations without having to complete all operations of the
same mode, which minimizes the overhead time required in switching between modes.
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