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Компютърна Система С Процесор Pentium Pro И MMX
ПГТТ „Христо Ботев” – гр. Смолян ДЪРЖАВЕН ИЗПИТ ПО ТЕОРИЯ НА СПЕЦИАЛНОСТТА ЗА ПРИДОБИВАНЕ НА ТРЕТА СТЕПЕН НА ПРОФЕСИОНАЛНА КВАЛИФИКАЦИЯ по професия код № 523050 Техник на компютърни системи специалност код №5230501 Компютърна техника и технологии Изпитен билет № 7 Изпитна тема: Компютърна система с процесор Pentium Pro и MMX. 1.Блокова схема на дънна платка с процесор Intel Pentium Pro, Socket 8. незадължителен Процесор Процесор Pentium Pro Pentium Pro L2 кеш L2 кеш Процесорна шина 60/66 MHz адреси/ управление данни 64 b PMC PCI Основна DBX мост и памет Ускорител на контролер на 8 MB до 1 GB шината за паметта данни PCI шина 33 MHz твърд диск/ CD-ROM EIDE PIIX3 PCI PCI-ISA-IDE устройства ускорител USB портове ISA шина 8 MHz прекъсвания I/O APIC незадължителен ISA устройства фиг. 1 Професия „Техник на компютърни системи“ специалност “Компютърна техника и технологии“ ПГТТ „Христо Ботев” – гр. Смолян 2.Chipset от серията 430хх, архитектура на Chipset. фиг. 2 Първият чипсет на Интел за Pentium е 430LX (Меркурий). Когато първият Pentium процесор дебютира през 1993 година, едновременно с него Intel представят и чипсета 430LX, както и напълно завършена дънна платка. Този чипсет се използва само с оригиналните Pentium-и, които работят на 60MHz и 66MHz. Te са 5-волтови чипове и се използват на дънни платки с процесорни цокли тип Socket 4. Чипсетът 430LX се състои от общо три чипа, образуващи северния мост. Главният от тях е системният контролер 82434LX. Той съдържа интерфейса между процесора и паметта, кеш контролера и контролера на PCI шината. Има и една двойка чипове за ускоряване на интерфейса на PCI шината, които са два еднакви 82433LX чипа. -
Technical Reference Manual Hp Business Pc Technology
hp business pc technology hp vectra xe310 hp vectra xe320 hp vectra vl400 hp vectra vl410 hp vectra vl420 hp e-pc c10/s10 hp e-pc 40 hp e-pc 42 technical reference manual hp business pcs www.hp.com/go/vectrasupport www.hp.com/go/e-pcsupport Notice The information contained in this document is subject to change without notice. Hewlett-Packard makes no warranty of any kind with regard to this material, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose. Hewlett-Packard shall not be liable for errors contained herein or for incidental or consequential damages in connection with the furnishing, performance, or use of this material. This document contains proprietary information that is protected by copyright. All rights are reserved. No part of this document may be photocopied, reproduced, or translated to another language without the prior written consent of Hewlett-Packard Company. Adobe®, Acrobat® and Acrobat® Reader™ are trademarks or registered trademarks of Adobe Systems Incorporated. Microsoft®, MS-DOS®, Windows® and Windows NT® are U.S. registered trademarks of Microsoft Corporation. Celeron™ and AGPset™ are trademarks of Intel Corporation. Intel® and Pentium® are registered trademarks of Intel Corporation. Symbios® is a registered trademark of LSI Logic Corporation. NVIDIA™, GeForce2 MX™, GeForce3™, TNT™, Vanta™ and TwinView™ are trademarks of NVIDIA Corporation. Matrox® and DualHead® are registered trademarks of Matrox Electronic Systems Ltd. ATI™ is a trademark of ATI Technologies Inc. WOL™ (Wake on LAN) is a trademark of IBM Corporation. CrystalClear™ is a trademark and Crystal® is a registered trademark of Cirrus Logic Incorporated. -
Programmable Shading in Opengl
Computer Graphics - Programmable Shading in OpenGL - Arsène Pérard-Gayot History • Pre-GPU graphics acceleration – SGI, Evans & Sutherland – Introduced concepts like vertex transformation and texture mapping • First-generation GPUs (-1998) – NVIDIA TNT2, ATI Rage, Voodoo3 – Vertex transformation on CPU, limited set of math operations • Second-generation GPUs (1999-2000) – GeForce 256, GeForce2, Radeon 7500, Savage3D – Transformation & lighting, more configurable, still not programmable • Third-generation GPUs (2001) – GeForce3, GeForce4 Ti, Xbox, Radeon 8500 – Vertex programmability, pixel-level configurability • Fourth-generation GPUs (2002) – GeForce FX series, Radeon 9700 and on – Vertex-level and pixel-level programmability (limited) • Eighth-generation GPUs (2007) – Geometry shaders, feedback, unified shaders, … • Ninth-generation GPUs (2009/10) – OpenCL/DirectCompute, hull & tesselation shaders Graphics Hardware Gener Year Product Process Transistors Antialiasing Polygon ation fill rate rate 1st 1998 RIVA TNT 0.25μ 7 M 50 M 6 M 1st 1999 RIVA TNT2 0.22μ 9 M 75 M 9 M 2nd 1999 GeForce 256 0.22μ 23 M 120 M 15 M 2nd 2000 GeForce2 0.18μ 25 M 200 M 25 M 3rd 2001 GeForce3 0.15μ 57 M 800 M 30 M 3rd 2002 GeForce4 Ti 0.15μ 63 M 1,200 M 60 M 4th 2003 GeForce FX 0.13μ 125 M 2,000 M 200 M 8th 2007 GeForce 8800 0.09μ 681 M 36,800 M 13,800 M (GT100) 8th 2008 GeForce 280 0.065μ 1,400 M 48,200 M ?? (GT200) 9th 2009 GeForce 480 0.04μ 3,000 M 42,000 M ?? (GF100) Shading Languages • Small program fragments (plug-ins) – Compute certain aspects of the -
Millennium G400/G400 MAX User Guide
ENGLISH Millennium G400 • Millennium G400 MAX User Guide 10526-301-0510 1999.05.21 Contents Using this guide 3 Hardware installation 4 Software installation 7 Software setup 8 Accessing PowerDesk property sheets................................................................................................8 Monitor setup ......................................................................................................................................8 DualHead Multi-Display setup............................................................................................................9 More information ..............................................................................................................................11 Troubleshooting 12 Extra troubleshooting 18 Graphics ............................................................................................................................................18 Video .................................................................................................................................................23 DVD ..................................................................................................................................................24 TV output 26 Connection setup...............................................................................................................................26 SCART adapter .................................................................................................................................28 Software -
SAMPLE CHAPTER 1 Chapter Personal Computer 1 System Components the FOLLOWING COMPTIA A+ ESSENTIALS EXAM OBJECTIVES ARE COVERED in THIS CHAPTER
SAMPLE CHAPTER 1 Chapter Personal Computer 1 System Components THE FOLLOWING COMPTIA A+ ESSENTIALS EXAM OBJECTIVES ARE COVERED IN THIS CHAPTER: Ûß1.2 Explain motherboard components, types and features Nß Form Factor Nß ATX / BTX, Nß micro ATX Nß NLX Nß I/O interfaces Material Nß Sound Nß Video Nß USB 1.1 and 2.0 Nß Serial Nß IEEE 1394 / FireWire Nß Parallel Nß NIC Nß Modem Nß PS/2 Nß Memory slots Nß RIMM Nß DIMM Nß SODIMM CopyrightedNß SIMM Nß Processor sockets Nß Bus architecture 86498book.indb 1 7/22/09 5:37:17 AM Nß Bus slots Nß PCI Nß AGP Nß PCIe Nß AMR Nß CNR Nß PCMCIA Chipsets Nß BIOS / CMOS / Firmware Nß POST Nß CMOS battery Nß Riser card / daughterboard Nß [Additional subobjectives covered in chapter 2] Ûß1.4 Explain the purpose and characteristics of CPUs and their features Nß Identify CPU types Nß AMD Nß Intel Nß Hyper threading Nß Multi core Nß Dual core Nß Triple core Nß Quad core Nß Onchip cache Nß L1 Nß L2 Nß Speed (real vs. actual) Nß 32 bit vs. 64 bit Ûß1.5 Explain cooling methods and devices Nß Heat sinks Nß CPU and case fans 86498book.indb 2 7/22/09 5:37:18 AM Nß Liquid cooling systems Nß Thermal compound Ûß1.6 Compare and contrast memory types, characteristics and their purpose Nß Types Nß DRAM Nß SRAM Nß SDRAM Nß DDR / DDR2 / DDR3 Nß RAMBUS Nß Parity vs. Non-parity Nß ECC vs. non-ECC Nß Single sided vs. double sided Nß Single channel vs. -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
PCSA Oct 2001
Understanding CPU Upgrades In theory, one way to t seems that every time a new software product is released the system require- ments are increased - everything from the hard drive capacity and CPU speed increase the performance of a Ito the required RAM. One of the apparently obvious ways to gain a speed PC with little effort is to increase is by upgrading the CPU. But such an upgrade isn’t always cost effective and in some cases simply increasing the available RAM can help considerably to upgrade the CPU. Surely it boost the apparent speed of the PC. Sometimes though the best (and maybe only) option is to upgrade the CPU, although this can be a more involved process than it can’t be that difficult? might at first seem due to socket/motherboard incompatibilities, differing CPU and Actually there’s lots to think RAM speed requirements, cooling problems and inevitably assorted knock-on effects causing the upgrade to be anything but cost effective. Also, it is worth about. remembering that just because the replacement CPU has, for example, double the clock rate of the old unit doesn’t necessarily mean that the new one will increase the By Phil Morris processing performance of the PC in question by anything like 100%. Technical Writer This article looks at some of the options for upgrading the CPUs in existing systems. It is extremely unlikely that recent processors like AMD’s Duron (and forthcoming Hammer) and Intel’s Pentium 4 and Itanium will require upgrading for some time, so I will omit those in the context of this article. -
Linux As a Console
PAUL SCHERRER INSTITUT EPICS COLLABORATION MEETING 7-10 MAY, 2001 PAUL SCHERRER INSTITUTE SWITZERLAND LINUX AS A CONSOLE COLIN HIGGS SLS COMPUTING AND CONTROLS PAUL SCHERRER INSTITUTE ˜/infrastructure/EPICS-talk.tex 9 May 2001 1 PAUL SCHERRER INSTITUT From the SLS Handbook (Chapter 8: Computing and Controls) Software Architecture Some of the primary criteria that must be considered are Performance: judged on real-time response as well as throughput considerations Flexibility: the ease with which it is possible to modify software, add new functionality and how well it can adapt to changing requirements Scalability: the ability for the system to grow in terms of – number of control points – number of nodes in the system Robustness: tolerance to errors from – users – software developers – hardware – software Openness: – the adherance to standards – the ability to interface easily (and without performance degradation) to other software packages (including commercial software) ˜/infrastructure/EPICS-talk.tex 9 May 2001 2 PAUL SCHERRER INSTITUT From the SLS Handbook (Chapter 8: Computing and Controls) Control Room The accelerators of the SLS complex will all be controlled from a single central control room. This control room will house the operator stations from which it will be possible to control all aspects of machine operation. Three consoles will be provided, in order to be able to carry out machine development in parallel with normal machine operation. Consoles will not be dedicated to one task or accelerator. All consoles will have the same facilities. There will be no specialized hardware or software installed on just one console. Consoles will each have three display monitors (multi-headed), sharing a mouse and keyboard to avoid ... -
From a Programmable Pipeline to an Efficient Stream Processor
Computation on GPUs: From a Programmable Pipeline to an Efficient Stream Processor João Luiz Dihl Comba 1 Carlos A. Dietrich1 Christian A. Pagot1 Carlos E. Scheidegger1 Resumo: O recente desenvolvimento de hardware gráfico apresenta uma mu- dança na implementação do pipeline gráfico, de um conjunto fixo de funções, para programas especiais desenvolvidos pelo usuário que são executados para cada vértice ou fragmento. Esta programabilidade permite implementações de diversos algoritmos diretamente no hardware gráfico. Neste tutorial serão apresentados as principais técnicas relacionadas a implementação de algoritmos desta forma. Serão usados exemplos baseados em artigos recentemente publicados. Através da revisão e análise da contribuição dos mesmos, iremos explicar as estratégias por trás do desenvolvimento de algoritmos desta forma, formando uma base que permita ao leitor criar seus próprios algoritmos. Palavras-chave: Hardware Gráfico Programável, GPU, Pipeline Gráfico Abstract: The recent development of graphics hardware is presenting a change in the implementation of the graphics pipeline, from a fixed set of functions, to user- developed special programs to be executed on a per-vertex or per-fragment basis. This programmability allows the efficient implementation of different algorithms directly on the graphics hardware. In this tutorial we will present the main techniques that are involved in implementing algorithms in this fashion. We use several test cases based on recently published pa- pers. By reviewing and analyzing their contribution, we explain the reasoning behind the development of the algorithms, establishing a common ground that allow readers to create their own novel algorithms. Keywords: Programmable Graphics Hardware, GPU, Graphics Pipeline 1UFRGS, Instituto de Informática, Caixa Postal 15064, 91501-970 Porto Alegre/RS, Brasil e-mail: {comba, cadietrich, capagot, carlossch}@inf.ufrgs.br Este trabalho foi parcialmente financiado pela CAPES, CNPq e FAPERGS. -
Programming Guide: Revision 1.4 June 14, 1999 Ccopyright 1998 3Dfxo Interactive,N Inc
Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration June 14, 1999 al Voodoo3ti HIGH-PERFORMANCEopy en GdRAPHICS E NGINEC FOR fi ot 3D GAME ACCELERATION on Programming Guide: Revision 1.4 June 14, 1999 CCopyright 1998 3Dfxo Interactive,N Inc. All Rights Reserved D 3Dfx Interactive, Inc. 4435 Fortran Drive San Jose CA 95134 Phone: (408) 935-4400 Fax: (408) 935-4424 Copyright 1998 3Dfx Interactive, Inc. Revision 1.4 Proprietary and Preliminary 1 June 14, 1999 Confidential Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration Notice: 3Dfx Interactive, Inc. has made best efforts to ensure that the information contained in this document is accurate and reliable. The information is subject to change without notice. No responsibility is assumed by 3Dfx Interactive, Inc. for the use of this information, nor for infringements of patents or the rights of third parties. This document is the property of 3Dfx Interactive, Inc. and implies no license under patents, copyrights, or trade secrets. Trademarks: All trademarks are the property of their respective owners. Copyright Notice: No part of this publication may be copied, reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photographic, or otherwise, or used as the basis for manufacture or sale of any items without the prior written consent of 3Dfx Interactive, Inc. If this document is downloaded from the 3Dfx Interactive, Inc. world wide web site, the user may view or print it, but may not transmit copies to any other party and may not post it on any other site or location. -
Computação Paralela Com Arquitetura De Processamento Gráfico Cuda Aplicada a Um Codificador De Vídeo H.264
CENTRO UNIVERSITÁRIO UNIVATES CENTRO DE CIÊNCIAS EXATAS E TECNOLÓGICAS CURSO DE ENGENHARIA DE CONTROLE E AUTOMAÇÃO AUGUSTO LIMBERGER LENZ COMPUTAÇÃO PARALELA COM ARQUITETURA DE PROCESSAMENTO GRÁFICO CUDA APLICADA A UM CODIFICADOR DE VÍDEO H.264 Lajeado 2012 ) u d b / r b . s e t a v i n u . w w w / / : p PROCESSAMENTO GRÁFICOAPLICADA A CUDA UM t COMPUTAÇÃO DE COMARQUITETURA PARALELA t h ( S E T A CODIFICADOR DEH.264 VÍDEO CODIFICADOR V I N U AUGUSTO LIMBERGERAUGUSTO LENZ a d l a t i g i Lajeado Área de concentração: Computação paralela concentração: Computação de Área e Controle Automação. para a obtenção do título de bacharel em Engenharia de Universitário UNIVATES, como parte dos requisitos Centro de Ciências Exatas e Tecnológicas do TrabalhoCentro de Conclusão de Curso apresentado ao ORIENTADOR: ORIENTADOR: 2012 D a c e t o i l b i Ronaldo Hüsemann B – U D B ) u d b / r b . s e t a v i n u . w w w / / : p PROCESSAMENTO GRÁFICOAPLICADA A CUDA UM t COMPUTAÇÃO DE COMARQUITETURA PARALELA t Banca Examinadora: h ( S Mestre pelo PPGCA/UNISINOS –SãoLeopoldo, Brasil peloMestre PPGCA/UNISINOS Prof. pela–Campinas,Mestre FEEC/UNICAMP Brasil Prof. E T Coordenador docursoEngenhariade de Controle Automação e A Maglan CristianoMaglan Diemer Marcelo Gomensoro de Malheiros CODIFICADOR DEH.264 VÍDEO CODIFICADOR V I N U AUGUSTO LIMBERGERAUGUSTO LENZ _______________________________ a d l Prof. Orientador: ____________________________________ Doutor pelo PPGEE/UFRGS – Porto Alegre, –Porto PPGEE/UFRGS Brasil Doutor pelo Prof. a t i g Ronaldo Hüsemann Ronaldo i Rodrigo Porto Wolff pelo Orientador e pela Examinadora. -
Matrox in the New Millennium: Parhelia Reviewed Matrox in the New Millennium: Parhelia Reviewed by Brian Neal – July 2002
Ace’s Hardware Matrox in the New Millennium: Parhelia Reviewed Matrox in the New Millennium: Parhelia Reviewed By Brian Neal – July 2002 Introduction For some time following the introduction of the Matrox G400 and later the G450, we heard rumors about a "G800" project. About a year and a month ago, Matrox introduced the world to the G550. But the G550 lacked the performance and features of its competitors, and was relegated mostly to 2D work. The G550 was more an evolution of the G450 than anything else, but this time, things are different. Matrox's new Parhelia is an all-new design, incorporating modern features such as Direct X 8.1-compliant pixel and vertex shaders. The G550's 166 MHz 64-bit DDR SDRAM memory interface has been replaced with a far more robust 275 MHz (250 MHz OEM/bulk) 256-bit DDR SDRAM interface capable of 17.6 GB/s. This combined with some interesting and innovative features like hardware displacement-mapping, triple-head surround gaming, and the prospects for Matrox's next- generation product are looking quite good. The Matrox Parhelia But not everything is looking so bright for Parhelia. Manufactured on a 0.15µ process, the 80 million transistor GPU is quite large and also quite hot. Consequently, it currently clocks in at only 220 MHz. To contrast, compare the GeForce 4 Ti4400's 300 MHz clockrate. The low clockrate is compounded by a lack of hardware occlusion culling, which means the quad-pipeline renderer is significantly less efficient than many other contemporary designs when it comes to overdraw.