I've noticed that the CPU appears to be a definite bottleneck in the system
when using CAD software. I'm curious to see how it will perform when 64-bit
systems become the norm. Bus "width" and speed are definitely areas of
concern in performance as well.
"Matt Stachoni"
wrote in message
news:3ij30v86r6m35e9emrtb3ivr9434frd15c@4ax.com...
> On Tue, 17 Dec 2002 23:34:12 -0800, "Ashley Fulks"
> wrote:
>
> >http://www.xbitlabs.com/video/3dsmax5-980xgl/
> >
> >The results in a nutshell: AGP 8x does not offer any statistically
> >significant performance increase for your dollars, at this time.
> >
> >Why not? I would venture a suggestion that the AGP path is not the
> >bottleneck of the system. Most likely the CPU and memory speeds are to
> >blame, possibly the GPU is saturated with data. Also AGP 3.0 new
revisions
> >have not been implimented in the current software you are using. Most
likely
> >AGP 8x will offer increased performance as the other bottlenecks of your
> >Workstations catch up with these new videocards.
>
> The reason that 8x is pretty much a nonissue has to do more with the
> kind of data that really travels over the AGP bus vs. what is taken
> care of on the card natively. With today's 3D cards (i.e., any card
> that has a GPU on board) the card is doing the grunt work in
> calculating triangles and lighting, and because many cards have 128MB
> or more, they can also handle on their own a decent amount of texture
> information onboard rather than going to system memory via AGP. But
> with games using a vast quantity of textures, there is very little if
> any hard 3D data going across the AGP bus, it's mostly texture info.
>
> However, today's game software and that used in benchmarks use
> compressed textures and low-res textures, because they are highly
> tuned for dealing with low amounts of RAM on video cards, historic AGP
> bottlenecks and other limiting issues.
>
> I think that for the foreseeable future, AGP is less the bottleneck
> simply because of history, rather than any major hardware-related
> reason. And for CAD and 3D related work, where texture information is
> loads less than that of a decent game, you're simply not going to be
> pushing the limits of AGP 4x anytime soon.
>
> Matt
> mstachoni@comcast.net
> mstachoni@bhhtait.com