

The core chip is surely the most important element present in any video card. Without it, the card wouldn't be able to do anything! Until a few years ago it was a very simple element, as it only had to manage textual information and - after the launch of the first GUIs, like Microsoft Windows and the X Server - to display graphical outputs, without performing any operation. But nowadays, as 3D video games invaded the market and always more complex GUIs were launched, at the high resolutions allowed by 17'' monitors, it has become one of the most complex circuits in the PC - sometimes even more complex than the system CPU. This because today 3D acceleration is often supported via hardware, since this approach allows great performance boosts, and there's only one way to do this: adding new circuits, able to perform more and more complex operations on 3D scenes and video images in general. Moreover, also 2D acceleration has improved greatly in recent years, and this adds complexity to complexity. The result is that, while a modern x86 CPU can have from 30,000,000 to 50,000,000 transistors, very recent high-end video cards can have more than 100,000,000 transistor - more than the double! Since they operate at high clock frequencies (up to 300-400 MHz), there is a big power consumption: in fact, in the last 5 years, passive heatsinks began to appear on video cards, and after a while even fans, necessary to dissipate the heat produced by the device. In some cases the power requirements are so high that the AGP slot is not able to feed the board which needs an external connection, direcly tied to the main power supply.
Why are video cars so complex? Which are the most transistor-hungry elements? Here is a list of the most important components of the video core, which can give you an idea of how it's made:
The rendering pipeline
It is the main elaboration unit in a graphical chip; there can be more than one pipelines operating in parallel and, depending on the clock frequency, they can generate a given number of pixel per second. It is possible to obtain the theoretical fill-rate of a graphical chip multiplying the clock frequency by the number of pipelines present.
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| Note: Do not confuse the refresh rate with the term "frame rate", often used for games. The frame rate of a program refers to how many times per second the graphics engine can calculate a new image and put it into the video memory. The refresh rate is how often the contents of video memory are sent to the monitor. Frame rate is much more a function of the type of software being used and how well it works with the acceleration capabilities of the video card. It has nothing at all to do with the monitor.
|
Resolution |
43.5 Hz (87 Interlaced) |
60 Hz |
72 Hz |
80 Hz |
85 Hz |
90 Hz |
100 Hz |
320x200 |
3.7 |
5.1 |
6.1 |
6.8 |
7.2 |
7.6 |
8.4 |
640x480 |
17.6 |
24.3 |
29.2 |
32.4 |
34.5 |
36.5 |
40.6 |
800x600 |
27.6 |
38.0 |
45.6 |
50.7 |
53.9 |
57.0 |
63.4 |
1024x768 |
45.2 |
62.3 |
74.7 |
83.0 |
88.2 |
93.4 |
103.8 |
1280x1024 |
75.3 |
103.8 |
124.6 |
138.4 |
147.1 |
155.7 |
173.0 |
1600x1200 |
110.2 |
152.1 |
182.5 |
202.8 |
215.4 |
228.1 |
253.4 |
| Note: Don't forget that at higher resolutions and color depths, video memory bandwidth becomes a limiting factor. The speed of the RAMDAC doesn't matter if the video memory can't provide the necessary data fast enough. |
This part of the video chip has the important function of controlling the video RAM and for this reason it is used in all I/O memory related operations. It is a critical component in modern video cards and one of the most difficult parts to project: since modern boards operate at incredibly high clock frequencies, they need very fast memories to talk with in order to maintain fully operating they data-hungry pipelines. If memories are too slow, the GPU will waste a lot of time waiting for new data to process, so its potential will not be used. In fact, nowadays the performance of a video card are often "bandwidth limited", meaning that rising the memory clock will improve dramatically the board's performance, while rising the core clock will leave them unaltered. For this reason, video RAM is always very fast - and often the most expensive part of the board - and the video memory bus is as wider as the system's one, if not wider: in cards produced about 5 years ago it often was 64 bits-wide, while in today's cards it is 128 or even 256 bits-wide, in high end devices.
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This unit is present in all recent 3D accelerated video cards. Its purpose is to help the system CPU in performing the 3D -> 2D conversion (see Transform & Lighting for more information): in fact this process needs a huge quantity of floating point operations and, although they often are very simple, they are so many that if made in software (i.e. by the CPU) they slow down very much the program. To solve this problem, some years ago video card began to implement this unit, which is specifically designed to perform these operations instead of the main processor. This allow a great increase in performance, so almost all recent video cards have this unit, although not all programs can take advantage of it: in fact the T&L unit can work only if supported by the program itself and for this reason it needs specifically written programs; otherwise, it is totally useless. However, it is a so important features that video chips implementing it are no more called simply "video chips" but GPU, Graphic Processing Unit.
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