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    Memory Clock& a lot more!

    Discussion in 'Gaming (Software and Graphics Cards)' started by Brennon, Nov 19, 2011.

  1. Brennon

    Brennon Newbie

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    What is the functions of:

    memory clock
    Shaders(why is more better)
    Pill and texture fillrate(why is more better)
    Vram(why is more better)
    Bandwitdth
    ROPS

    Thanks
     
  2. Star Forge

    Star Forge Quaggan's Creed Redux!

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    Memory Clock: The frequency of the bandwidth of the Video RAM (VRAM) to the Graphics Processing Unit (GPU). The higher the frequency, the more bandwidth.

    Shaders: The rendering cores within the GPU. The more cores a GPU has, the more simultaneous rendering the GPU can do to generate a graphics image from triangular polygons, hence in a game, that can equate to more frames (images) generated per second of time.

    Fill and Texture Fill Rate: How much texture data that can be applied to the rendering of a graphical picture from a preset cache of texture data. The more it can fill, the faster the GPU can fill the polygons in a graphical image being rendered, hence faster frames per second if there are multiple frames being rendered in real-time. Also note that the higher resolution of a pre-made texture being applied to a frame, then more time the GPU needs to fill it in. Therefore a higher fill and texture fillrate can also handle higher resolution textures without losing too much frames per second to a point where stuttering is notable.

    VRAM: Video RAM simple as that. Also in this case more might not always be better. Depending on the GPU, VRAM hits a bottleneck since a GPU can only store and use rendering data to a certain amount before they hit their maximum efficiency. Therefore a lower-end GPU or a mid-end GPU might only use 1 GB maximum at their peak operation. Therefore having more than 1 GB in most cases is wasted. In fact most high-end laptop GPU's only tend to be currently at 2 GB and they barely use 1.5 GB in their maximum load. So VRAM should have nowadays at most 1 GB to hit their peak efficiency, but usually upgrading to beyond 2 GB is a waste of money.

    Bandwidth: From Memory Clock, it is how fast the rendering data goes from the VRAM to the GPU for rendering. The faster the bandwidth, the more data the GPU can receive from the VRAM for rendering and back.

    ROPS: More commonly Pixel Pipelines, it is the conversion of graphical rendering data being converted to the 2D pixels on the screens. The more ROP'S the faster the conversion of pixels can take place. Therefore, they usually convert the rendering data being done by the Shader Processors and convert it to 2D Pixels on a plane.

    If anyone here things something is wrong, feel free to correct but to the OP: Wikipedia and Google are always your friends on these questions too.