In other projects Wikimedia Commons. Aside from the VR chip’s lower price-point, the main difference was that the former was a full bit design, while the VR, still a bit processor internally, used a bit external memory interface. Views Read Edit View history. It offered Filtered Ratiometric Expansion , which automatically adjusted images to full-screen size. The chip was basically a die-shrunk Rage Pro , optimized to be very inexpensive for solutions where only basic graphics output was necessary. And Rage II ain’t some speedster. Retrieved from ” https:

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Same features, same image quality, as can be seen in the gallery. By using this site, you agree to the Terms of Use and Privacy Policy. Blending unit looks flexible enough for any mode early Direct3d apps could throw at it. 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. In other projects Wikimedia Commons. ATi also kept on missing opportunity to implemented vertex specular highlights under Direct3d, despite having the feature in their proprietary CIF.

Initial versions relied on standard graphics memory configurations: Driver selected VT3 string, interesting Even if these features were “free”, Rage II performance would be far from best.

Soon the competition in value segment got too tough. And Rage II ain’t some speedster.


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. It was also seen on Intel motherboards, as recently asand was still 33d-rage in for server motherboards. It is the successor to the Mach series of 2D accelerators. It was up to Rage Pro to move ATi into higher class 3d gaming.


3v-rage The texture mapping is just slow, unable to show better rates than three clocks per sample, even at the simplest of scenarios.

More promising feature could be texture compression technique with two to four times compression ratio, but by this ATi understood less exciting palletized textures. With clocks almost identical to my vanilla Rage II it should demonstrate how additional memory helps. Rage IIc also seems to be the only R2 chip with fully asynchronous chip and memory frequency. iiic

Announced performance was 26 million perspectively correct texture mapped pixels per second. Autumn came and before anyone 3d-rge yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line. None of the advantages of my Rage IIc can help it challenge any high performance architecture, so I put it against last Virge in disguise.

ATI RAGE IIC graphics card – RAGE IIC – 4 MB

Archived from the original on Rage LT aka Mach64 LT was often implemented on motherboards and in mobile applications like notebook computers. To my knowledge Rage II did not get any better than this. There are tweakers with sliders that should help with this issue sacrificing some performance, but I couldn’t achieve any change.


It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines.

ATI 3d Rage IIC AGP Card – Vintage | eBay

This, in addition to its early lack of OpenGL support, hurt sales for what was touted to be a solid gaming solution. Number of games that can be actually run is of course limited, so gallery is not very big. Despite the poor introduction, the name Rage Pro Turbo 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.

3dd-rage This time the architecture was definitely up to date with all of the critical 3d features working. In games, performance actually suffered. Perspective correction and 32 bit depth and even Z-buffering have little impact, but bilinear filtering higher than desirable performance drop.

It took many years but final drivers are definitely good.

It turned out R2c has the same memory clock wall as R3- after MHz it 3d-rxge up. Upon closer look the bilinear filter is really cheap, just like first Rage showed. Thus the improvement over first Rage II comes down only to more memory.