Initial versions relied on standard graphics memory configurations: Rage II in person I bought this board with four memory chips in hope it is 4 MB, but it seems only way to get first Rage II with such capacity is through cards with memory expansion module. The texture mapping is just slow, unable to show better rates than three clocks per sample, even at the simplest of scenarios. Archived copy as title Pages using deprecated image syntax Commons category link is locally defined. Only vertex fogging is performed rather slowly and often incompatible with transparent surfaces. Considering how many boards shipped with only two megabytes of memory, it is welcome addition nonetheless.

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This late chip was very similar to the Rage II and supported the same application coding. For it’s time it is quite feature rich and can draw nice pictures, unless one nasty bug kicks in.

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 scored with imperfect, but well chosen feature set including all important blending modes.

This creates obvious color banding on low resolution textures viewed up close. 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? There is one suspicious image quality issue, textures often seem to have reduced color range.


Maybe newer drivers broke compatibility with the tweak. Views Read Edit View history.

ATI 3D Rage IIC PCI Specs | TechPowerUp GPU Database

I did some feature tests on VT4 in Tomb Raider 2. Soon the competition in value segment got too tough. On the hardware side Rage II was a solid low end architecture, but still with insufficient fillrates for x and therefore in great distance of performance chips. This page was last edited on 7 Juneat Rage IIc also seems to be the only R2 chip with fully asynchronous chip and memory frequency. NT put them both on the AGP bus and switched between them, 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. It offered Filtered Ratiometric Expansionwhich automatically adjusted images to full-screen size. 3d-dage games, performance actually suffered.

Despite the poor introduction, the name Rage Pro 3x-rage stuck, and eventually ATI was able to release updated versions of the driver which granted a visible performance increase in games, however this was still not enough to garner much interest from PC enthusiasts.

So I have nothing much to talk about, gallery is at your disposal anyway. In reality, early versions of the new driver only delivered increased performance in benchmarks such as Ziff-Davis ‘ 3D Winbench 98 and Final Reality.

ATI RAGE IIC graphics card – RAGE IIC – 4 MB

It was also seen on Intel motherboards, as recently asand was still used in for server motherboards. Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line.


Most important was z-buffering implemented in hardware, as it became requirement for many Direct3D games. It seems despite die shrink ATI did not made any architectural advancements, at least not in 3d.

ATI RAGE IIC graphics card – RAGE IIC – 4 MB Overview – CNET

This is not much of surprise from a chip without texture caching, still despite this optimization in synthetic tests the performance drop of bilinear filtering remains rather big. With memory bandwidth and sufficient capacity to allocate, true color rendering is a possibility. Windows 95 and Mac OS were not supported.

None of the advantages of my Rage IIc can help it challenge any high performance architecture, so I put it atj last Virge in disguise. This will limit number of tests but never mind, better to have casual card than rarely used exception. They were ATI’s first graphics solutions to carry the Mobility moniker. To my knowledge Rage II did not get any better than this.


Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels. From Wikipedia, the free encyclopedia.

Announced performance was 26 million perspectively correct texture mapped pixels per second. It took many years but final drivers are iif good.