Rage IIc also seems to be the only R2 chip with fully asynchronous chip and memory frequency. Views Read Edit View history. Initial versions relied on standard graphics memory configurations: It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. Almost every version of Rage was used in mobile applications, but there were also some special versions of these chips which were optimized for this. It was up to Rage Pro to move ATi into higher class 3d gaming. To my knowledge Rage II did not get any better than this.
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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.
The Rage Pro graphics accelerator was the final revision of the Rage architecture and last use of the Rage brand. Similarly to Laguna3D all members of Rage II family suffers from perspective problems, some surfaces are just wavy instead of straight. It was up to Rage Pro to move ATi into higher class 3d gaming.
There are tweakers with sliders that should help with this issue sacrificing some performance, but I couldn’t achieve any change. Views Read Edit View history. I did some feature tests on VT4 in Tomb Raider 2.
Thus the improvement over first Rage II comes down only to more memory. Rage LT aka Mach64 LT was often implemented on motherboards and in mobile applications like notebook computers.
On top of that AGP 1x interface became an option, but without any advanced features. From now on Rage chips carried new A3D logo, to show how serious is the new trend. Rage IIc also seems to be the only R2 chip with fully asynchronous chip and memory frequency. Almost every version of Rage was used in mobile applications, but there were also some special versions of these chips which were optimized for this.
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Considering how many boards shipped with only two megabytes of memory, it is welcome addition nonetheless. The texture mapping is just slow, unable to show better rates than three clocks per sample, even at the simplest of scenarios.
This page was last edited on 7 Juneat As the name says, AFR renders each frame on an independent graphics processor. The chip was basically a die-shrunk Rage Prooptimized to be very inexpensive for solutions where only basic graphics output was necessary.
It offered Filtered Ratiometric Expansionwhich automatically adjusted images to full-screen size. Retrieved from ” https: Perspective correction and 32 bit depth and even Z-buffering have little impact, but bilinear filtering higher than desirable performance drop.
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More promising feature could be texture compression technique with two to four times compression ratio, but by this ATi understood less exciting palletized textures. As a low-power solution with capable 2D-acceleration, the chip was used on many low-end graphics cards.
As for driver bugs, I found only one serious, objects are disappearing in Battlezone. NT put them both on the AGP bus and switched between qgp, and so the board could only operate as a single Rage Pro with the performance of a Rage Fury card. Upon closer look the bilinear filter is really cheap, just like first Rage showed.
ATI Rage IIC 3d AGP Video Card 109-49300-01
From Wikipedia, the free encyclopedia. Also depth buffer never 2cc improved performance, so it is unlikely there is any z-compare rejection of pixels. It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. However some bugs and simplifications hold image quality back.
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Experience 3d gaming with mere 2 MB is very limiting even if the chip was powerful. Archived from the original on With memory bandwidth and sufficient capacity to allocate, true color rendering is a possibility. In other projects Wikimedia Commons. Same features, same image quality, as can be seen in rwge gallery. Not because of lack of memory, this is true for all Rage II cards reviewed.