To my knowledge Rage II did not get any better than this. More promising feature could be texture compression technique with two to four times compression ratio, but by this ATi understood less exciting palletized textures. It turned out R2c has the same memory clock wall as R3- after MHz it gives up. There is one suspicious image quality issue, textures often seem to have reduced color range. This time the architecture was definitely up to date with all of the critical 3d features working. Archived copy as title Pages using deprecated image syntax Commons category link is locally defined. Retrieved from ” https:

Uploader: Nagul
Date Added: 14 August 2005
File Size: 62.18 Mb
Operating Systems: Windows NT/2000/XP/2003/2003/7/8/10 MacOS 10/X
Downloads: 35405
Price: Free* [*Free Regsitration Required]

Perspective correction and 32 bit depth and even Z-buffering have little impact, but bilinear filtering higher than desirable performance drop.

Download ATI Technologies Inc. 3D RAGE IIC AGP

The texture mapping is just slow, 3dd to show better rates than three clocks per sample, even at the simplest of scenarios. Experience As you will see in the performance eage improvements in the 3d architecture are not to be seen in real games.

Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line. However some bugs and simplifications hold image quality back.

This creates obvious color banding on low resolution textures viewed up close. In reality, early versions of the new driver only delivered increased performance in ragf such as Ziff-Davis ‘ 3D Winbench 98 and Final Reality.


Overall While ATI had a horrible Windows driver reputation since Mach64, and the packages have scary high amount of files, my test system was stable and everything went as it should. Come to think of it how many small triangles were in old games? This page was last edited on 7 Juneat It was up to Rage Pro to move ATi into higher class 3d gaming.

In games, performance actually suffered. The chip was basically a die-shrunk Rage Prooptimized to be very inexpensive for solutions where only basic graphics output was necessary. But for the 3s Rage II line gained big market share among 3d accelerators.

None of the advantages of my Rage IIc can help it challenge any high performance architecture, so I put it against last Virge afp disguise. And Rage II ain’t some speedster. This will limit number of rag but never mind, better to have casual card than rarely used exception. Archived from the original on Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels. This, in addition to its early lack of OpenGL support, hurt sales for what was touted to be a solid gaming solution.

It was ATI’s first dual texturing renderer, 3v that it could output two pixels per clock two pixel pipelines. Driver selected VT3 string, interesting Most important was z-buffering implemented in hardware, as it became requirement for many Direct3D games. It fixed the Battlezone issues at least.


Rage II in person I bought this board with four memory chips in 3x it is 4 MB, but it seems only way to get first Rage II with such capacity is through cards with memory expansion module.

ATI Rage IIC 3d AGP Video Card 109-49300-01

Thus the improvement over first Rage II comes down only to more memory. Maybe newer drivers broke compatibility with the tweak. This is not much of surprise from rqge chip without texture caching, still despite this optimization in synthetic tests the performance drop of bilinear filtering remains rather big. Windows 95 and Mac OS were not supported. It took many years but final drivers are definitely good. Considering how many boards shipped with only two megabytes of memory, it is welcome addition nonetheless.

Not because of lack of memory, this is true for all Rage II cards reviewed. There is ragd suspicious image quality issue, textures often seem to have reduced color range. It seems despite die shrink ATI did not made any architectural advancements, at least not in 3d.

Only vertex fogging is performed rather slowly and often incompatible with transparent surfaces.