Showing posts with label PCInfo. Show all posts
Showing posts with label PCInfo. Show all posts

FAQ v2.23d - Frequently asked questions

On: 3/01/2009

What's this EventID 4226?
The EventID 4226 means, that there are to many concurrent TCP connection attempts. A connection attemp is a query to a computer, if it accept the TCP connection or not. If the computer is for example no more existent, it will be waited for a few seconds, until a timeout occurs and the connection attemp get canceled.
Since XP SP2 there are only 10 concurrent TCP connection attempts possible, while in SP1 it has not been limited.

Which effects does this limit have?
Applications with many connection attemps may work bad or not at all. Even web browsers, eMail clients or antivir programs can be affected and might bring a long time of waiting.
Also administrative diagnosticprograms in companies make problem. In short, there seems to be more problems than there is an advantage.

How can I find out, if I'm affected?


Just have a look at Start/Maintenance/Control Panel/Administration Management/Eventview/System if there are entries with the event id 4226. If yes, minimum one time the limit has been reached

I read something, that it's possible to change limit via registry (TcpNumConnections). Is that true?
Unfortunately not. Because the concurrent connection attemp limit has nothing to with concurrent connections, this registry-key is useless. Unfortunately there is no registry-key, which would allow the user to change the concurrent connection attemps.

50 concurrent, half-open connections is to less for me. Is it possible to get more?
Yes! Just use as a Parameter /L=limit, where limit describes the new limit.
For example a 100 limit can be set with the command:
EvID4226Patch /L=100

Which other parameters does exist?
Not entered yet ...

Which languages are supported?
Theoretical every lange is supported. If not, please contact me!

I have Windows 95/98/ME/2000/XP SP1. Will these get supported soon, too?
Because the limit got introducted in XP SP2, the other operating systems are currently unlimited.
Exception: Windows 2003 Server seems to be limited as well since SP1 beta. An update will follow ...

Readmore »».....

Sound card

On: 10/31/2008

A sound card (also known as an audio card) is a computer expansion card that facilitates the input and output of audio signals to/from a computer under control of computer programs. Typical uses of sound cards include providing the audio component for multimedia applications such as music composition, editing video or audio, presentation/education, and entertainment (games). Many computers have sound capabilities built in, while others require additional expansion cards to provide for audio capability.



General characteristics




Close-up of a sound card PCB, showing electrolytic capacitors, SMT capacitors and resistors, and a YAC512 two-channel 16-bit DAC.

Sound cards usually feature a digital-to-analog converter, that converts recorded or generated digital data into an analog format. The output signal is connected to an amplifier, headphones, or external device using standard interconnects, such as a TRS connector or an RCA connector. If the number and size of connectors is too large for the space on the backplate the connectors will be off-board, typically using a breakout box, or an auxiliary backplate. More advanced cards usually include more than one sound chip to provide for higher data rates and multiple simultaneous functionality, eg between digital sound production and synthesized sounds (usually for real-time generation of music and sound effects using minimal data and CPU time). Digital sound reproduction is usually done with multi-channel DACs, which are capable of multiple digital samples simultaneously at different pitches and volumes, or optionally applying real-time effects like filtering or distortion. Multi-channel digital sound playback can also be used for music synthesis when used with a digitized instrument bank, typically a small amount of ROM or Flash memory containing samples corresponding to MIDI instruments. A contrasting way to synthesize sound on a PC uses "audio codecs", which rely heavily on software for music synthesis, MIDI compliance, and even multiple-channel emulation. This approach has become common as manufacturers seek to simplify the design and the cost of sound cards.


Most sound cards have a line in connector for signal from a cassette tape recorder or similar sound source. The sound card digitizes this signal and stores it (under control of appropriate matching computer software) on the computer's hard disk for storage, editing, or further processing. Another common external connector is the microphone connector, for use by a microphone or other low level input device. Input through a microphone jack can then be used by speech recognition software or for Voice over IP applications.



Sound channels and polyphony




8-channel digital-to-analog converter Cirrus Logic CS4382 placed on Sound Blaster X-Fi Fatal1ty.



Another important characteristic of sound cards is polyphony, which is more than one distinct voice or sound playable simultaneously and independently, and the number of simultaneous channels. These are intended as the number of distinct electrical audio outputs, which may correspond to a speaker configuration such as 2.0 (stereo), 2.1 (stereo and sub woofer), 5.1 etc. Sometimes, the terms "voices" and "channels" are used interchangeably to indicate the degree of polyphony, not the output speaker configuration.


For example, many older sound chips could accommodate three voices, but only one audio channel (ie, a single mono output) for output, requiring all voices to be mixed together. More recent cards, such as the AdLib sound card, have a 9 voice polyphony and 1 mono channel as a combined output.


For some years, most PC sound cards have had multiple FM synthesis voices (typically 9 or 16) which were usually used for MIDI music. The full capabilities of advanced cards aren't often completely used; only one (mono) or two (stereo) voice(s) and channel(s) are usually dedicated to playback of digital sound samples, and playing back more than one digital sound sample usually requires a software downmix at a fixed sampling rate. Modern low-cost integrated soundcards (ie, those built into motherboards) such as audio codecs like those meeting the AC'97 standard and even some budget expansion soundcards still work that way. They may provide more than two sound output channels (typically 5.1 or 7.1 surround sound), but they usually have no actual hardware polyphony for either sound effects or MIDI reproduction, these tasks are performed entirely in software. This is similar to the way inexpensive softmodems perform modem tasks in software rather than in hardware).


Also, in the early days of wavetable synthesis, some sound card manufacturers advertised polyphony solely on the MIDI capabilities alone. In this case, the card's output channel is irrelevant (and typically, the card is only capable of two channels of digital sound). Instead, the polyphony measurement solely applies to the amount of MIDI cool the sound card is capable of producing at one given time.


Today, a sound card providing actual hardware polyphony, regardless of the number of output channels, is typically referred to as a "hardware audio accelerator", although actual voice polyphony is not the sole (or even a necessary) prerequisite, with other aspects such as hardware acceleration of 3D sound, positional audio and real-time DSP effects being more important.


Since digital sound playback has become available and provided better performance than synthesis, modern soundcards with hardware polyphony don't actually use DACs with as many channels as voices, but rather perform voice mixing and effects processing in hardware (eventually performing digital filtering and conversions to and from the frequency domain for applying certain effects) inside a dedicated DSP. The final playback stage is performed by an external (in reference to the DSP chip(s)) DAC with significantly fewer channels than voices (e.g., 8 channels for 7.1 audio, which can be divided among 32, 64 or even 128 voices).



Color codes

Connectors on the sound cards are color coded as per the PC System Design Guide. They will also have symbols with arrows, holes and soundwaves that are associated with each jack position, the meaning of each is given below:













































ColorFunctionConnectorsymbol

PinkAnalog microphone audio input.3.5 mm TRSAn arrow going into a circle

Light blueAnalog line level audio input.3.5 mm TRS

Lime greenAnalog line level audio output for the main stereo signal (front speakers or headphones).3.5 mm TRSArrow going out one side of a circle into a wave

Brown/DarkAnalog line level audio output for a special panning,'Right-to-left speaker'.3.5 mm TRS

Orangespeaker out / subwoofer3.5 mm TRS

Gold/GreyGame port / MIDI15 pin DArrow going out both sides into waves


History of sound cards for the IBM PC architecture




The AdLib Music Synthesizer Card, was one of the first sound cards circa 1990. Note the manual volume adjustment knob.







A sound card based on VIA Envy chip.







Echo Digital Audio Corporation's Indigo IO — PCMCIA card 24-bit 96 kHz stereo in/out sound card.



Sound cards for computers compatible with the IBM PC were very uncommon until 1988, which left the single internal PC speaker as the only way early PC software could produce sound and music. The speaker hardware was typically limited to square waves, which fit the common nickname of "beeper". The resulting sound was generally described as "beeps and boops". Several companies, most notably Access Software, developed techniques for digital sound reproduction over the PC speaker; the resulting audio, while baldly functional, suffered from distorted output and low volume, and usually required all other processing to be stopped while sounds were played. Other home computer models of the 1980s included hardware support for digital sound playback, or music synthesis (or both), leaving the IBM PC at a disadvantage to them when it came to multimedia applications such as music composition or gaming.


It is important to note that the initial design and marketing focuses of sound cards for the IBM PC platform were not based on gaming, but rather on specific audio applications such as music composition (AdLib Personal Music System, Creative Music System, IBM Music Feature Card) or on speech synthesis (Digispeech DS201, Covox Speech Thing, Street Electronics Echo). Only until Sierra and other game companies became involved in 1988 was there a switch toward gaming.



Hardware manufacturers

One of the first manufacturers of sound cards for the IBM PC was AdLib, who produced a card based on the Yamaha YM3812 sound chip, aka the OPL2. The AdLib had two modes: A 9-voice mode where each voice could be fully programmed, and a less frequently used "percussion" mode with 3 regular voices producing 5 independent percussion-only voices for a total of 11. (The percussion mode was considered inflexible by most developers; it was used mostly by AdLib's own composition software.)


Creative Labs also marketed a sound card about the same time called the Creative Music System. Although the C/MS had twelve voices to AdLib's nine, and was a stereo card while the AdLib was mono, the basic technology behind it was based on the Philips SAA 1099 chip which was essentially a square-wave generator. It sounded much like twelve simultaneous PC speakers would have, and failed to sell well, even after Creative renamed it the Game Blaster a year later, and marketed it through Radio Shack in the US. The Game Blaster retailed for under $100 and included the hit game Silpheed.


A large change in the IBM PC compatible sound card market happened with Creative Labs' introduced the Sound Blaster card. The Sound Blaster cloned the AdLib, and added a sound coprocessor for recording and play back of digital audio (likely to have been an Intel microcontroller relabeled by Creative). It was incorrectly called a "DSP" to suggest it was a digital signal processor), a game port for adding a joystick, and capability to interface to MIDI equipment (using the game port and a special cable). With more features at nearly the same price, and compatibility as well, most buyers chose the Sound Blaster. It eventually outsold the AdLib and dominated the market.


The Sound Blaster line of cards, together with the first inexpensive CD-ROM drives and evolving video technology, ushered in a new era of multimedia computer applications that could play back CD audio, add recorded dialogue to computer games, or even reproduce motion video (albeit at much lower resolutions and quality in early days). The widespread decision to support the Sound Blaster design in multimedia and entertainment titles meant that future sound cards such as Media Vision's Pro Audio Spectrum and the Gravis Ultrasound had to be Sound Blaster compatible if they were to sell well. Until the early 2000s (by which the AC'97 audio standard became more widespread and eventually usurped the SoundBlaster as a standard due to its low cost and integration into many motherboards), Sound Blaster compatibility is a standard that many other sound cards still support to maintain compatibility with many games and applications released.



Industry adoption

When game company Sierra On-Line opted to support add-on music hardware (instead of built-in hardware such as the PC speaker and built-in sound capabilities of the IBM PCjr and Tandy 1000), what could be done with sound and music on the IBM PC changed dramatically. Two of the companies Sierra partnered with were Roland and Adlib, opting to produce in-game music for King's Quest 4 that supported the Roland MT-32 and Adlib Music Synthesizer. The MT-32 had superior output quality, due in part to its method of sound synthesis as well as built-in reverb. Since it was the most sophisticated synthesizer they supported, Sierra chose to use most of the MT-32's custom features and unconventional instrument patches, producing background sound effects (eg, chirping birds, clopping horse hooves, etc.) before the Sound Blaster brought playing real audio clips to the PC entertainment world. Many game companies also supported the MT-32, but supported the Adlib card as an alternative because of the latter's higher market base. The adoption of the MT-32 led the way for the creation of the MPU-401/Roland Sound Canvas and General MIDI standards as the most common means of playing in-game music until the mid-1990s.



Feature evolution

Early ISA bus soundcards were half-duplex, meaning they could not record and play digitized sound simultaneously, mostly due to inferior card hardware (eg, DSPs). Later, ISA cards like the SoundBlaster AWE series and Plug-and-play Soundblaster clones eventually became full-duplex and supported simultaneous recording and playback, but at the expense of using up two IRQ and DMA channels instead of one, making them no different from having two half-duplex sound cards in terms of configuration. Towards the end of the ISA bus' life, ISA soundcards started taking advantage of IRQ sharing, thus reducing the IRQs needed to one, but still needed two DMA channels. Many PCI bus cards do not have these limitations and are mostly full-duplex. It should also be noted that many modern PCI bus cards also do not require free DMA channels to operate.


Also, throughout the years, soundcards have evolved in terms of digital audio sampling rate (starting from 8-bit 11.025 kHz, to 32-bit, 192 kHz that the latest solutions support. Along the way, some cards started offering wavetable synthesis, which provides superior MIDI synthesis quality in relative to the earlier OPL-based solutions, which uses FM-synthesis. Also, some higher end cards started having its own RAM and processor for user-definable sound samples and MIDI instruments as well as to offload audio processing from the CPU.


For years, soundcards had only one or two channels of digital sound (most notably the Sound Blaster series and their compatibles) with the exception of the Gravis Ultrasound family, which had hardware support for up to 32 independent channels of digital audio. Early games and MOD-players needing more channels than a card could support had to resort to mixing multiple channels in software. Even today, the tendency is still to mix multiple sound streams in software, except in products specifically intended for gamers or professional musicians, with a sensible difference in price from "software based" products. Also, in the early era of wavetable synthesis, soundcard companies would also sometimes boast about the card's polyphony capabilities in terms of MIDI synthesis. In this case polyphony solely refers to the amount of MIDI notes the card is capable of synthesizing simultaneously at one given time and not the amount of digital audio streams the card is capable of handling.


In regards to physical sound output, the number of physical sound channels has also increased. The first soundcard solutions were mono. Stereo sound was introduced in the early 90s, and quadraphonic sound came in the late 90s. This was shortly followed by 5.1 channel audio. The latest soundcards support up to 8 physical audio channels in the 7.1 speaker setup.



Professional soundcards (audio interfaces)

Professional soundcards are special soundcards optimized for real time (or at least low latency) multichannel sound recording and playback, including studio-grade fidelity. Their drivers usually follow the Audio Stream Input Output protocol for use with professional sound engineering and music software, although ASIO drivers are also available for a range of consumer-grade soundcards.


Professional soundcards are usually described as "audio interfaces", and sometimes have the form of external rack-mountable units using USB 2.0, Firewire, or an optical interface, to offer sufficient data rates. The emphasis in these products is, in general, on multiple input and output connectors, direct hardware support for multiple input and output sound channels, as well as higher sampling rates and fidelity as compared to the usual consumer soundcard. In that respect, their role and intended purpose is more similar to a specialized multi-channel data recorder and real-time audio mixer and processor, roles which are possible only to a limited degree with typical consumer soundcards.


On the other hand, certain features of consumer soundcards such as support for Environmental audio extensions, optimization for hardware acceleration in video games, or real-time ambience effects are secondary, nonexistent or even undesirable in professional soundcards, and as such audio interfaces are not recommended for the typical home user.


The typical "consumer-grade" soundcard is intended for generic home, office, and entertainment purposes with an emphasis on playback and casual use, rather than catering to the needs of audio professionals. In response to this, Steinberg (the creators of audio recording and sequencing software, Cubase and Nuendo) developed a protocol that specified the handling of multiple audio inputs and outputs.


In general, consumer grade soundcards impose several restrictions and inconvenieces that would be unacceptable to an audio professional. One of a modern soundcard's purposes is to provide an AD/DA converter (Analog to Digital/Digital to Analog). However, in professional applications, there is usually a need for enhanced recording or Analog to Digital conversion capabilities.


One of the limitations of consumer soundcards is their comparatively large sampling latency; this is the time it takes for the AD Converter to complete conversion of a sound sample and transfer it to the computer's main memory.


Consumer soundcards are also limited in the effective sampling rates and bit depths they can actually manage (compare Analog sound vs. digital sound) and have lower numbers of less flexible input channels: professional studio recording use typically requires more than two channels which consumer soundcards provide, and more accessible connectors, unlike the variable mixture of internal -- and sometimes virtual -- and external connectors found in consumer-grade soundcards.



Sound devices other than expansion cards

Integrated sound on other platforms

Various non-IBM PC compatible computers, such as early home computers like the Commodore C64 and Amiga or Apple's Macintosh, and workstations from manufacturers like Sun have had their own motherboard integrated sound devices. In some cases, most notably in those of the Commodore Amiga and the C64, they provide very advanced capabilities (as of the time of manufacture), in others they are only minimal capabilities. Some of these platforms have also had sound cards designed for their bus architectures that cannot be used in a standard PC.


The custom sound chip on Amiga, named Paula, had four digital sound channels (2 for the left speaker and 2 for the right) with 8 bit resolution (although with patches, 14/15bit was accomplishable at the cost of high CPU usage) for each channel and a 6 bit volume control per channel. Sound Play back on Amiga was done by reading directly from the chip-RAM without using the main CPU.



Sound cards on other platforms

While many of Apple's machines come with on-board sound capabilities, their bestselling Apple II suffered from a lack of more than minimal sound devices, using only a beeper like the PC. To get around the problem, the Sweet Micro Systems company developed the Mockingboard (a name-play on mockingbird), which was essentially a sound card for the Apple II. Early Mockingboard models ranged from 3 voices in mono, while some later designs were 6 voices in stereo. Some software supported use of two Mockingboard cards which allowed 12 voice music and sound. A 12 voice, single card clone of the Mockingboard called the Phasor was also made by Applied Engineering. In late 2005 a company called ReactiveMicro.com produced a 6 voice clone called the Mockingboard v1 and also has plans to clone the Phasor and produce a hybrid card which will be user selectable between Mockingboard and Phasor modes plus support both the SC-01 or SC-02 speech synthesizers.



USB sound "cards"

USB sound "cards" are actually external boxes that plug into the computer via USB.


The USB specification defines a standard interface, the USB audio device class, allowing a single driver to work with the various USB sound devices on the market. Cards meeting the USB 2.0 specification have sufficient data transfer capacity to support high quality sound operation if their circuit design permits.



Other outboard sound devices

USB Sound Cards are far from the first external devices allowing a computer to record or synthesize sound. For example, devices such as the Covox Speech Thing were attached to the parallel port of an IBM PC and fed 6- or 8-bit PCM sample data to produce audio. Also, many types of professional soundcards (audio interfaces) have the form of an external Firewire or USB unit, usually for convenience and improved fidelity.


Soundcards using the PCMCIA cardbus interface were popular in the early days of portable computing when laptops and notebooks did not have onboard sound. Even today, while rare, these cardbus audio solutions are still used in some setups in which the onboard sound solution of the notebook or laptop is not up to par with the owners' expectations or requirements, and are particularly targeted at mobile DJs, with units providing separated outputs usually allow both playback and monitoring from one system.



Driver architecture

To use a sound card, the operating system typically requires a specific device driver. This is a low-level program that handles the data connections between the physical hardware and the operating system. Some operating systems include the drivers for some or all cards available, in other cases the drivers are supplied with the card itself, or are available for download.



  • DOS programs for the IBM PC often had to use universal middleware driver libraries (such as the HMI Sound Operating System, the Miles Audio Interface Libraries (AIL), the Miles Sound System etc.) which had drivers for most common sound cards, since DOS itself had no real concept of a sound card. Some card manufacturers provided (sometimes inefficient) middleware TSR-based drivers for their products. Often the driver is a SoundBlaster emulator designed to allow their products to emulate a SoundBlaster and to allow games that could only use SoundBlaster sound to work with the card. finally, some programs simply had driver/middleware source code incorporated into the program itself for the sound cards that were supported.

  • Microsoft Windows uses proprietary drivers generally written by the sound card manufacturers. Many device manufacturers supply the drivers on their own discs or to Microsoft for inclusion on Windows installation disc. Sometimes drivers are also supplied by the individual vendors for download and installation. Bug fixes and other improvements are likely to be available faster via downloading, since CDs cannot be updated as frequently as a web or FTP site. USB audio device class support is present from Windows 98 SE onwards. [1] Since Microsoft's Universal Audio Architecture (UAA) initiative which supports the HD Audio, FireWire and USB audio device class standards, a universal class driver by Microsoft can be used. The driver is included with Windows Vista. For Windows XP, Windows 2000 or Windows Server 2003, the driver can be obtained by contacting Microsoft support. [2] Almost all manufacturer-supplied drivers for such devices also include this class driver.

  • A number of versions of UNIX make use of the portable Open Sound System (OSS). Drivers are seldom produced by the card manufacturer.

    • Most present day Linux-based distributions make use of the Advanced Linux Sound Architecture (ALSA). Up until Linux kernel 2.4, OSS was the standard sound architecture for Linux, although ALSA can be downloaded, compiled and installed separately for kernels 2.2 or higher). But from kernel 2.5 onwards, ALSA was integrated into the kernel and the OSS native drivers were deprecated. Backwards compatibility with OSS-based software is maintained, however, by the use of the ALSA-OSS compatibility API and the OSS-emulation kernel modules.



  • Mockingboard support on the Apple II is usually incorporated into the programs itself as many programs for the Apple II boot directly from disk.




See also



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Video card

(Redirected from Graphics card)










Video card
Connects toMotherboard via one of:

Display via one of:




A video card, also known as a graphics accelerator card, display adapter, or graphics card, is a hardware component whose function is to generate and output images to a display. It operates on similar principles as a sound card or other peripheral devices.

The term is usually used to refer to a separate, dedicated expansion card that is plugged into a slot on the computer's motherboard, as opposed to a graphics controller integrated into the motherboard chipset. An integrated graphics controller may be referred to as an "integrated graphics processor" (IGP).

Some video cards offer added functions, such as video capture, TV tuner adapter, MPEG-2 and MPEG-4 decoding or even FireWire, mouse, light pen, joystick connectors, or even the ability to connect multiple monitors.

A common misconception regarding video cards is that they are strictly used for Video games; a misconception that companies take advantage of in order to sell their products by advertising their products as if they were in fact video consoles. Video cards instead have a much broader range of capability. Being specialized for video output Video Cards improve what a computer monitor displays. As well, they play a very important role for Graphic Designers and 3D Animators, who tend to require optimum displays for their work as well as faster rendering in order to efficiently tone up their work.

Video cards are not used exclusively in IBM type PCs; they have been used in devices such as Commodore Amiga (connected by the slots Zorro II and Zorro III), Apple II, Apple Macintosh, Atari Mega ST/TT (attached to the MegaBus or VME interface), Spectravideo SVI-328, MSX, and in video game consoles.






Contents



History


















































































YearText ModeGraphics ModeColorsMemory
MDA198180*25-24 KB
CGA198180*25640*200416 KB
HGC198280*25720*348264 KB
EGA198480*25640*35016256 KB
IBM 8514198780*251024*768256-
MCGA198780*25320*200256-
VGA198780*25640*480256256 KB
SVGA198980*25800*600256512 KB
XGA199080*251024*76865,5362 MB

The first IBM PC video card, which was released with the first IBM PC, was developed by IBM in 1981. The MDA (Monochrome Display Adapter) could only work in text mode representing 25x80 lines in the screen. It had a 4KB video memory and just one color.[1]


Starting with the MDA in 1981, several video cards were released, which are summarized in the attached table.[2][3][4][5]


VGA was widely accepted, which led some corporations such as ATI, Cirrus Logic and S3 to work with that video card, improving its resolution and the number of colours it used. And so was born the SVGA (Super VGA) standard, which reached 2 MB of video memory and a resolution of 1024x768 at 256 color mode.

In 1995 the first consumer 2D/3D cards were released, developed by Matrox, Creative, S3 and ATI, and others.[citation needed] Those video cards followed the SVGA standard, but incorporated 3D functions. In 1997, 3dfx released the Voodoo graphics chip, which was very powerful compared to other consumer graphics cards, introducing 3D effects such mip mapping, Z-buffering and anti-aliasing into the consumer market. From this point, a series of 3D video cards were released, like Voodoo2 from 3dfx, TNT and TNT2 from NVIDIA. The bandwidth required by these cards was approaching the limits of the PCI bus capacity. Intel developed the AGP (Accelerated Graphics Port) which solved the bottleneck between the microprocessor and the video card. From 1999 until 2002, NVIDIA controlled the video card market (taking over 3dfx)[6] with the GeForce family.[citation needed] The improvements carried out in these years were focused in 3D algorithms and graphics processor clock rate. Nevertheless, video memory also needed to improve their data rate, and DDR technology was incorporated. The capacity of video memory goes in this period from 32 MB with GeForce to 128 MB with GeForce 4.

In 2006, the leadership of the video cards market[7] was contested between NVIDIA and ATI with their biggest graphics models GeForce and Radeon respectively.



Components

A modern video card consists of a printed circuit board on which the components are mounted. These include:


Graphics processing unit (GPU)



A GPU is a dedicated graphics microprocessor optimized for floating point calculations which are fundamental to 3D graphics rendering. The main attributes of the GPU are the core clock rate, which typically ranges from 250 MHz to 850 MHz, and the number of pipelines (vertex and fragment shaders), which translate a 3D image characterized by vertices and lines into a 2D image formed by pixels.

Video BIOS

The video BIOS or firmware contains the basic program that governs the video card's operations and provides the instructions that allow the computer and software to interface with the card. It may contain information on the memory timing, operating speeds and voltages of the graphics processor and RAM and other information. It is sometimes possible to change the BIOS (e.g., to enable factory-locked settings for higher performance) although this is typically only done by video card overclockers, and has the potential to irreversibly damage the card.


Video memory































TypeMemory clock rate (MHz)Bandwidth (GB/s)
DDR166 - 9501.2 - 30.4
DDR2533 - 10008.5 - 16
GDDR3700 - 18005.6 - 54.4
GDDR41600 - 240064 - 156.6
GDDR53000 - 3800130 - 230

If the video card is integrated in the motherboard, it may use the computer RAM (lower throughput). If it is not integrated, the video card will have its own video memory, called Video RAM. The memory capacity of most modern video cards range from 128 MB to 2.0 GB[8]. Since video memory needs to be accessed by the GPU and the display circuitry, it often uses special high speed or multi-port memory, such as VRAM, WRAM, SGRAM, etc. Around 2003, the video memory was typically based on DDR technology. During and after that year, manufacturers moved towards DDR2, GDDR3 and GDDR4 even GDDR5 utilized most notably by the ATI Radeon HD 4870. The memory clock rate in modern cards are generally between 400 MHz and 2.4 GHz.

Video memory may be used for storing other data as well as the screen image, such as the Z-buffer, which manages the depth coordinates in 3D graphics, textures, vertex buffers, and compiled shader programs.



RAMDAC

The RAMDAC, or Random Access Memory Digital-to-Analog Converter, converts digital signals to analog signals for use by a computer display that uses analog inputs such as CRT displays. Depending on the number of bits used and the RAMDAC data transfer rate, the converter will be able to support different computer display refresh rates. With CRT displays, it is best to work over 75 Hz and never under 60 Hz, in order to minimize flicker.[9] (With LCD displays, flicker is not a problem.) Due to the growing popularity of digital computer displays and the integration of the RAMDAC onto the GPU die, it has mostly disappeared as a discreet component. All current LCD and plasma displays and TVs work in the digital domain and do not require a RAMDAC. There are few remaining legacy LCD and plasma displays which feature analog inputs (VGA, component, SCART etc.) only; these require a RAMDAC but they reconvert the analog signal back to digital before they can display it, with the unavoidable loss of quality stemming from this digital-to-analog-to-digital conversion.

Outputs

The most common connection systems between the video card and the computer display are:
























HD-15Analog-based standard adopted in the late 1980s designed for CRT displays, also called VGA connector. Some problems of this standard are electrical noise, image distortion and sampling error evaluating pixels.
DVIDigital-based standard designed for displays such as flat-panel displays (LCDs, plasma screens, wide High-definition television displays) and video projectors. It avoids image distortion and electrical noise, corresponding each pixel from the computer to a display pixel, using its native resolution.
Video In Video Out (VIVO) for S-Video, Composite video and Component videoIncluded to allow the connection with televisions, DVD players, video recorders and video game consoles. They often come in two 9-pin Mini-DIN connector variations, and the VIVO splitter cable generally comes with either 4 connectors (S-Video in and out + composite video in and out) or 6 connectors (S-Video in and out + component PB out + component PR out + component Y out (also composite out) + composite in).
Image:Pseudo miniDIN-9 Diagram.png





9-pin VIVO for S-Video (TV-out), DVI for HDTV and HD-15 for VGA outputs.



Other types of connection systems


































Motherboard interface


Main articles: Bus (computing) and Expansion card

Chronologically, connection systems between video card and motherboard were, mainly:


  • S-100 bus: designed in 1974 as a part of the Altair 8800, it was the first industry standard bus for the microcomputer industry.

  • ISA: Introduced in 1981 by IBM, it became dominant in the marketplace in the 1980s. It was a 16-bit bus clocked at 8 MHz.

  • NuBus: Used in Macintosh II, it was a 32 bit bus with an average bandwidth of 10 to 20 MB/s.

  • MCA: Introduced in 1987 by IBM it was a 32-bit bus clocked at 10 MHz.

  • EISA: Released in 1988 to compete with IBM's MCA it was compatible with the earlier ISA bus. It was a 32-bit bus clocked at 8.33 MHz.

  • VLB: An extension of ISA, it was a 32-bit bus clocked at 33 MHz.

  • PCI: Replaced the EISA, ISA, MCA and VESA buses from 1993 onwards, PCI allowed dynamic connectivity between devices, avoiding the jumpers manual adjustments. It is a 32-bit bus clocked 33 MHz.

  • UPA: An interconnect bus architecture introduced by Sun Microsystems in 1995. It is a 64-bit bus clocked at 67 or 83 MHz.

  • USB: Mostly used for other types of devices, but there are USB displays.

  • AGP: First used in 1997, it is a dedicated to graphics bus. It is a 32-bit bus clocked at 66 MHz.

  • PCI-X: An extension of the PCI bus, it was introduced in 1998. It improves upon PCI by extending the width of bus to 64-bit and the clock frequency to up to 133 MHz.

  • PCI-Express: Point to point interface, released in 2004. In 2006 provided double the data transfer rate of AGP. It should not be confused with PCI-X, an enhanced version of the original PCI specification.

In the attached table[10] is a comparison between a selection of the features of some of those interfaces.

Composite videoAnalog system, with lower resolution. It uses RCA connector.
Component videoIt has three cables, each with RCA connector (YCBCR); it is used in projectors, DVD players and some televisions.
DB13W3An analog standard once used by Sun Microsystems, SGI and IBM.
HDMIAn advanced digital audio/video interconnect released in 2003, and is commonly used to connect game consoles and DVD players to a display. HDMI supports copy protection through HDCP.
DisplayPortAn advanced license and royalty-free digital audio/video interconnect released in 2007. DisplayPort intends to replace VGA and DVI for connecting a display to a computer.










































































































BusWidth (bits)Clock rate (MHz)Bandwidth (MB/s)Style
ISA XT84,778Parallel
ISA AT168,3316Parallel
MCA321020Parallel
EISA328,3332Parallel
VESA3240160Parallel
PCI32 - 6433 - 100132 - 800Parallel
AGP 1x3266264Parallel
AGP 2x32133528Parallel
AGP 4x322661000Parallel
AGP 8x325332000Parallel
PCIe x112500 / 5000250 / 500Serial
PCIe x41*42500 / 50001000 /2000Serial
PCIe x81*82500 / 50002000 / 4000Serial
PCIe x161*162500 / 50004000 / 8000Serial


Cooling devices

Main article: Computer cooling

Video cards may use a lot of electricity, which is converted into heat. If the heat isn't dissipated, the video card could overheat and be damaged. Cooling devices are incorporated to transfer the heat elsewhere. Three types of cooling devices are commonly used on video cards:


  • Heat sink: a heat sink is a passive cooling device. It conducts heat away from the graphics card's core, or memory, by using a heat conductive metal, most commonly aluminum or copper, sometimes in combination with heat pipes. It uses air (most common) or in extreme cooling situations, water (see water block), to remove the heat from the card. When air is used, a fan is often used to increase cooling effectiveness.

  • Computer fan: an example of an active cooling part. It is usually used with a heatsink. Due to the moving parts, a fan requires maintenance and possible replacement. Enthusiasts may change the fan speed or fan for more efficient or quieter cooling.

  • Water block: A water block is a heat sink suited to use water instead of air. It is mounted on the graphics processor and has a hollow inside. Water is pumped through the water block, transferring the heat into the water, which is then usually cooled in a radiator. This is the most effective cooling solution without extreme modification.

Power demand

As the processing power of video cards has increased, so has their demand for electrical power. Present fast video cards tend to consume a great deal of power. While CPU and power supply makers have recently moved toward higher efficiency, power demands of GPUs have continued to rise, so the video card may be the biggest electricity user in a computer.[11] [12] Although power supplies are increasing their power too, the bottleneck is due to the PCI-Express connection, which is limited to supplying 75 W.[13] Nowadays, video cards with a power consumption over 75 watts usually include a combination of six pin (75W) or eight pin (150W) sockets that connect directly to the power supply to supplement power.


Manufacturers

Two types of manufacturers must be distinguished:


GPU and IGP Manufacturers


Video Card Manufacturers

  • Video card manufacturers: They assemble the GPU with the other components, causing differences between video cards with the same chip.

See also:


List of defunct graphics chips and card companies

Graphics APIs



Due to the difficulties working with video cards at a programming level, interfaces which abstract the complexity and diversity of the graphic card primitives appeared. Some major ones include:


  • Direct3D: Released by Microsoft in 1996, is a component of DirectX. Designed to be used exclusively in Windows, it is used by the majority of Windows video games. The latest version of DirectX is DirectX 10, although the majority of computers still rely on graphics cards that use DirectX 9.0c.

  • OpenGL: Developed by Silicon Graphics in the early 1990s, OpenGL is a free, open, multi-language and multi-platform API. It is widely used in CAD, virtual reality, scientific visualization, information visualization, flight simulation and some games, particularly on Linux and other Unix like operating systems. The latest version is OpenGL 3.0.

  • QuickDraw: Macintosh graphics API.

  • X Window System core protocol: Basis of X Window System used extensively on Unix and Linux.

  • Glide: A proprietary 3D graphics API developed by 3dfx and implemented on their Voodoo graphics cards.

Graphics techniques






Some of the most frequently used effects for enhancing the perceived quality of the output of graphics cards include the following:


  • Anti-aliasing (AA): a technique used to counter distortion caused by aliasing effects.

  • Shader: pixel and vertex processing in terms of illumination, atmospheric optical phenomena or multi-layer surfaces.

  • High dynamic range rendering (HDR): a technique used to enable a wider range of brightness in real scenes (from light sources to dark shadows).

  • Texture mapping: allows the addition of details on surfaces, without adding complexity.

  • Motion blur: technique that blurs objects in motion.

  • Depth of field: technique that blurs out of focus objects.

  • Lens flare: imitation of light sources.

  • Fresnel effect: reflections over an object, depending on the angle of vision. The more angle of vision, the more reflection.

  • Anisotropic filtering: enhances quality of textures at oblique viewing angles.

See also

References

  • Mueller, Scott (2005) Upgrading and Repairing PCs. 16th edition. Que Publishing. ISBN 0-7897-3173-8

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