Biostar Microtech MM-VF05A VGA card User Manual 8

Biostar Microtech Int'l Corp VGA card 8

8

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Document ID20066
Application ID9fT/xkywL8n/BEAcQQrCIg==
Document Description8
Short Term ConfidentialNo
Permanent ConfidentialNo
SupercedeNo
Document TypeUser Manual
Display FormatAdobe Acrobat PDF - pdf
Filesize39.24kB (490528 bits)
Date Submitted1999-01-19 00:00:00
Date Available1999-02-11 00:00:00
Creation Date2001-07-07 11:38:12
Producing SoftwareAcrobat Distiller 4.0 for Windows
Document Lastmod2001-07-07 11:38:14
Document Title8

EC 1 ‘l 199i}
EUT: VGA CARD
FCC ID:I27MM—VF05A
Biostar Microtech int’l Corp
USER’S MANUAL
, EmIBI‘T’
‘XHIBI’I‘ U
FEDERAL COMMUNICATIONS COMMlSSION
This device complies with Part 15 of the FCC Rules. Operation is subject to the
following two conditions:(1) this device may not cause harmful interference, and (2)
this device must accept any interference received, including interference that may
cause undesired operation.
NOTE
This equipment has been tested and found to comply with the limits for a Class B
digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to
provide reasonable protection. This equipment generates, uses and can radiated radio
frequency energy and, if not installed and used in accordance with the instructions,
may cause harmful interference to radio communications. However, there is no
guarantee that interference will not occur in a particular installation If this equipment
does cause harmful interference to radio or television reception, which can be
determined by turning the equipment off and on, the user is encouraged to try to
correct the interference by one or more of the following measures:
—Reorient o relocate the receiving antenna,
—Increase the separation between the equipment and receiver.
-Connect the equipment into an outlet on a circuit different from that to which the
receiver is connected.
—Consult the dealer or an experienced radiofTV technician for help.
Shielded interface cables must be used in order to comply with emission limits.
Changes or modifications not expressly approved by the party responsible for
compliance could void the user's authority to operate the equipment.
1 0111100 ham/w . I (il’
Chapter 1 Introduction
I oar/(u: HHIIAIIIT AGP
Voodoo Banshee AGP
User's Manual
Chapter 1: Introduction
Voodoo Banshee is the first of 3Dl'x‘s family of integrated 2D/3D accelerators to sham into the con-
sumer PC arena to score a one-punch knockout, unlike the Voodoo Rush it doesn't require an addi-
tional 2D pan. The Voodoo architecture, which has built a religious followurg among game develop-
ers, is now married with ultra-fast ZD‘ designed to accelerate graphic intensive Windows applica—
tions.3Dfx was putting a lot of effort into the 2D hardware, offering ‘all Windows GDI functions in
hardware‘. lhus savmg a software layer between the driver and the graphics hardware. This is sup-
posed to make it the fastest ZD chip available It offers an integrated 250 MHZ RAMDAC. to enable
good quality 2D. Banshee also comes with ‘full DVD support’, enabling ‘hardware assist‘ for software
DVD and a ’full' VMl interface for single slot hardware DVD.
The first 0.35 micron part will run with either SDRAM or SGRAM at 100 MHz memory bus, thus of-
fering 100 MPiers 3D fill rate, the later 0.25 micron part will do 125 MHz, thus 125 MPixels fill
rate,
1 run/m» Bamncu JUI’
______________—______—————
The most impnnant thing abom Banshee ls of course the 3D core. Banshee has an only slightly differ-
ent 3D mterface as Voodoo2 and can sn not only run the DirecGD software, but also all the numerous
Glide titles programmed for Voodoo and Voodool as soon as Glxde 3,0 is available with it.
| [ml/nu Bum/w {GP
___——______._——————
Chapter 2 About Banshee
“mt/on Brim/um IGP
Chapter 2: About Banshee
Feature Summary
~:' Voodooz 3D Core
'1' Highesl performance in smgle chip
.;. Slunning Visual quallly
~:- Advanced features al full perfun-nanee
4. Largest game base
C' 313 in a winduw support
fa Gildc supporl
{r Opnmlzed Drrecr3D support
er Renown compatibillry
0:0 128~bit 2D engine
0? All Windows GD] in hardware
40 All 256 ROPS will: tertiary funclions
I mulrm Bum/um AGP
4' Hardware polygon generation
‘3’ Near lheoreficxl maximum performance in NT benchmarks
40 128-bit VGA core
<~ World's first [28-bit VGA
s‘ DOS speed beyond belief
45» Fully IBM 5514 compllant
v 128-bil memory interface
':~ 4 to IGMB SGRAM/SDRAM
~:~ 100/125MHz opermlon
~:~ Block wrire with SGRAM
rt' Simulmneous tiled and linear memory support
0: Optimized for Pentium II
.;. Dual command buitns
'1' Full support for write comblnc
':' Patent pending technology for command reordering
Hun/yo [ram/luv iGI’
3D Feature Set
“10 Integrated VoodooZ pixel unit and single texture unit
~2~ 100/125 Mpixel/s fill rate
4° 100/125 Mtexells fill rate
v2. HW triangle setup capable of 4M trl/s
-:' On-chip high speed texture cache unit
.;. High precision 16-bit floating point Z-buffer
'2' Tiled memory architecture
'2' Transparency and chroma-key with color mask
'2- Alpha blending on source and destination pixels
40 Dynamic environment maps
~:~ 24-bit color dithering to native 16-bit RGB
l "ml/Ill Bam/lt't' 4m"
e 16-bit color "expansion" to display near 24—bit quality
oz' Per-pixel table based fog/ haze effects
0? Per-pixel MlP mapping, tri»linear filtering
é Full scene, edge anti-aliasing
.,. Bump mapping
'1' Optimized for local memory texturing
~t~ Sub~pixel and sub-texel correction
~- Perspective corrected 3D texture mapping
~’~ Palettized and compressed textures
I (uh/ml Bum/m- lGI‘
Video Sub-system
:' Double or triple buffering of incoming video
02- Bob and Weave tie-interlacing
~2~ Packed or planar YUV 4:2:2
~:~ Bilinear vertical and horizontal filtering
3 Hardware color-space-conversion
I umhm Ham/mu AG."
20 Feature Set
: 100/125MHz 128-bit GUI accelerator
3 Full featured 128-bit BitBlt engine
Hardware Bresenham line drawing engine
‘
‘o
'.
Hardware polygon generation and fill engine
at
Source and destination chroma»keying
Q.
Advanced single cycle block-write
°t~ Full 256 Raster Operations in hardware
in
Vumlml slum/IE! lGI‘
Other Features
0 PCl GGMHz and AGP with sidebend signaling
4 High speed memory with duplicate RAS support
a Dual command FIFO for CPU parallelism
256-bit internal buffering for maximum memory efficiency
" PC '97 and PC ‘98 compliant
0: 250 MHz RAMDAC with three independent PLLs
0:
Chapter3 Voodoo Banshee AGP
Hardware Installation
Vanda" Bum! 'l' . 1 GT
Chapter 3: Voodoo Banshee AGP Hardware Installation
I With the power off, remove your computer cover. Find the AGP slot and remove the bracket
and screw. (Remember which cables go to which connectors. You may want to label your com—
puter’s cables before disconnecting them!)
13
l‘umim; Bfllnlm' A01"
2. Insert Voodoo Banshee Curd firmly inlo the AGP slot. Care should be taken to press it
evenly and snugly into its slot. Once you are certain Voodoo Banshee Card is inslalled prop-
erly in its slot, secure it with a screw.
Von/11m Banshee AGI'
3.Cunnect the VGA port on Voodoo Banshee to your monitor with a standard monitor cable.
4.Secure your computer cover and attach any previously removed cables.
5.Use Voodoo Banshee to play the latest and greatest 3D games. Enjoy it!
I5
I Mum; [hunhn' IGI'
Chapter 4 Voodoo Banshee AGP Software
16
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Chapter 4: Voodoo Banshee AGP Software
4-1 Software List
Windows 95/98 Display Drivers
LGDI Dn'ver
ZGhde 2x
3.Giidc 3x
4.Du'ect3D
5.3Dfx OpenGL Miniport Driver (For Quake, QuakeZ and Heme game titles)
Windows NT Display DriversCategory Version
LGDI Driver
2.Ghde 2x
3.Giide 3x
Vumhm Brim/tut» JGI'
3-2 Sottware Installation
You can use CD installation wizard, CD Installation Utility (STARTEXE), located in the root of
CD to install some usually used drivers conveniently.
You can simply put CD into CD—ROM drive and the Installation Utility will autumn or you can run
the CD installation Utility directly.
Then use mouse cursor to click the proper option on the page. Utility will invoke other applications
to complete the rest of installation.
Important Note: Recommended installation orders under Windows 95(OSR2)/98:
1. Run USBSUPPEXE (4.03.1212 or above) to upgrade system to Windows 95 0SR2.1. This
file will patch Windows kernel to apply to the new AGP standard. (Only needed by Windows
95 05112)
7. Microsoft DirectX
. If your mamboard, with AGP support, is not using Intel chipset and is one of following chip
venders, You MUST msmll the AGP Driver provided by these thirty-parry venders to enable
the AG? feature.
a. VIA
b. ALI
c. SIS
4. Voodoo Banshee AGP W'indows 95/98 Drivers
5 Others (3D Games)
13
Vaodnn Bnmhee AGP
4-3 Using Software
Note: You can right-click mouse button on the background screen. Then select
ro erties in the pop-up menu to invoke the Display Properties Control Panel.
Using 3Dfx Voodoo Banshee Extended Display Properties Control Panel
19
I muluo mun/m m?
|n this page, you can:
1. Use the controls to adjust the amount of Red, Green , and Blue Gamma
for DirectaD, Glide, and Desk Top
2. Use the controls to select Desk Top or SD standards you want to modify
settings.
Select the option and click Advanced button, then one of the following
dialogs wrll pop up.
For DirectJD:
20
deao Bum-Inc AGP
Enable support {or anti-aliasing —
Enable the anti-aliasing function to enhance the 3D quality.
Use higher quality but lower performance video —
As iI means.
For Glide / OpenGL
nlldn/anUGL Adnmucll
2l
lmnluu Bum/mu no?
Disable the 3Dix splash screen -
Disable the SDfx splash logo when the Glide applications and games initialize
Force mipmap dithering —
When selected, Glide apps Will enable texture mipmap dithering. Visual quality of the ren-
dered scene may be improved when this option is selected, however a rendering performance
decrease may occur,
Limit texture memory to 2 NB —
When selected, Glide apps will force 2 Mbytes of texture memory for each texture mapping
unit, some Glide games may not work correctly ifthis option is not selected.
Force triple buffering -—
When selected, Glide apps will enable triple color buffering if there is enough frame buffer
memory to support it. Rendering performance may increase when this option is enabled,
however not all apps are compatible with triple color buffering and may exhibit visual ani-
facts if enabled.
x mm" [bun/We mp
4. Click the Information Button to see the informations for Adater, Drivers,
and some useful WWW links.
fn
; mull“; Knmlu'u 45?
APPENDIX
24
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26
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APPENDIX B: 3D Dictionary
~2' Alpha blendlng
Combining two images wnh different transpaxency levels so that one Image appears wslblc through the other. An
cbjecl's transparency IS defined as its Alpha value or Alpha level.
~:~ Anti-nlinsing
The removal nfanifacvs from an image,
-:‘ Iii-linear sampling/filtering
A combinzmm of four colors in a single 3D image used to improve that image's resolution,
':~ Clipping
Removal ofany image displayed outside ofa predefined shape.
~Z~ Compressed Textures Depth cuelng
Chnnging the: color and brightness er a 3D image as h moves, relevant to (he v|cwer. Color becomes less bright
as the image moves away, bnghter as u moves closer.
lrwlno fiumllt'i' ile'
o Dithering
Substituting combinations of colors you do have for colors that you don’t. For example, if your computer is only
capable of displaying 256 colors and you load an image that use 65,000 oolors, your computer will create sub-
stitutes for the colors you don't have by combining the colors that you do. The color quality ofa dithered image
is inferior to a non-dithered image
5‘ Double buffering
A way for your computer to work on an image two different ways at once. Before displaying an image, your vid-
eo card calculates what a finished image Will look like and displays that image while it is calculating the next im-
age in a video stream. Douhlobuffering affords smoother playback for video or any other multiple-frame file
format
‘Z’ Frames Per Seennd (FPS)
A measurement of how ofien infonnalion in a video or animation file is updated on your screen or how many
lrames ormotion you sees tn a given second. Movies and television shows are shown at 24fps
~:' Photo mupping
Overlaytng a photo image on a 3D object, so that the photo takes the shape ofthat Object.
28
l iwthm Brim/w {GP
'=’ Rasterlzatlnn
Transformation ofa 2D object into a 3D objecl.
it Ray tracing
One way of rendering a picture. The computer computes the path of a light ray from the light souroe to the ob-
jects (from which the ray reflects), and funher to the observer. It does this for every pixel on the monitorr This is
a very intensive calculation. but the results are worth it.
Refraction
Bending of light when it passes through another substance,
fa Rendering
Converting s graphics image mlc an array of pixel colors for the display
4. Shading (Gouraud/Phong)
Both shading methods make the surface and color ofan object appears smoother Phung shading takes more CPU
time but gives better results. Gouraud shading is faster
l nut/rm ”rumba 101'
it Texture mapping
Overlaying a graphlcs image on a 3D object, so that the phoic takes the shape ofthal objeclv
~:~ Transparent/Translucent: All image that can parfifllly be seen through
4-
Trl-llnm mlp—mnpping
The texture map is smred at several levels of detail in a srmcmre called mip-map, You compute the texture coor-
dinates and the exact level of demll, This gives you the two closest levels of detail available in the mip—map. In
each one you perform a bllinear interpfllallon, and then a [meat interpolation between the two levels (that's why
it's called m-linear). High»end graphics workstation (like 56] Reality Engme) use (ti-linear mip-mapping.
Trl-Slrip primessing Vertex
A point, which marks the intersection ofiwo or more edges ofa polygon or other graphics, objecl.
.~ Video mapping
The same as texture mapping, In the case ofwdeu mapping, ll-ie texture is applied to animation or a video clip.
30
t ltluhlfl stun/m- lGF
é Z-lmffer
A two dimenslnnal army made up on. grid ofpotms an a sen-level plane, each Cflnlainlng the value of the depth
(2) at that point. Thls my every pixel on the monitor has a "depth value" so that the program knows which poly-
gnns are in the foregmund and which are in lhe background.
l inn/no Bnlnht'i' , i Gl‘
APPENDIX C: Banshee FAQ
l.What ls Voodoo Banshee?
3Dfx‘s first integrated 2D/3D/vldeo Windows accelerator ehip. Voodoo Banshee combines a completely new 123-
bit 20 core with a mix-designed [28-bit VGA, video pipe ins and a 3D core from 3Dl'x's flagship gaming prod—
uct. Voodooz Voodoo Banshee is speeifieally designed for OEM applications and ls targeted to provide the high-
est 20 and 30 performance in an integrated gmphlcs processor. Key to the Voodoo Banshee, ls the large library or
compatihle 30 game titles, expected to top 400 by Christmas I998
LHow does this new chip relate to Voodoo Rush?
Voodoo Banshee is a completely different chip wrth m derived from VoodooZ and a whole new 2D core that was
developed completely by mix. Voodoo Rush was an all in one graphie eaid composed ofa separate zo accel-
erator from Alliance Semiconductor and the Voodoo Rush 31) aeoelerator derived from the original Voodoo
Graphics, Voodoo Banshee, on the other hand, is a fully integrated device with VGA, zl), 30, video and integrat-
cd RAMDAC
34How does this new chip relate to Vooduoz’.’
with Voodoo Graphics, Voodoo Rush and Voodooz and provides very high game performance, Voodooz is
higher in perfonnancc in many leading games because is contains 2 texture processors rather than the single tex-
ture processor in Voodoo Banshee. Two texture processors allow Voodooz to apply two textures in a single
32
l walla» Bulb/MT AGP
Voodoo Banshee has a core derived from 3Dfx‘s VoodooZ. The core is compatible
cycle to create effects like those used in Quake or Quake 2. Voodoo Banshee also uses a dlflerent memory type
than Voodoozt Voodool is similar is design to Voodoo Graphics which has separate frame buffer and texture
memories and uses a memory type called EDO DRAM. Voodoo Banshee uses the next generation technologies of
SGRAM or SDRAM and supports a unified memory architecture. Finally Voodooz needs a primary 2D board to
run, while Voodoo Banshee will replace your existing 213 board. So Voodoo Banshee is a complete upgrade to
your graphics subsystem.
twill Voodoo Banshee work in Scan Llne Interleave mode?
No. Voodoo Banshee does not have this eapalaihry. Sean Line lnterleave mode is a feature of Voodoo: where two
separate graphics hoards can operate in parallel to double rendering perfonnanee This is one or two advantages of
VoodooZ.
5.50 is Voodoo Banshee faster or is Voodool?
Voodoo Banshee runs with [28—bit interfaze to lOOMHz SGRAM, Vooodool runs with dedicated 64-bil buses to
QOMHZ EDO. Because of the faster memory. Voodoo Banshee will be able to sustain a higher fill rate when ap-
plying a single texture. What IhlS means is Voodoo Banshee will be able to run single texturing applications at a
slightly faster rate than VoodooZ, but any multi textuling games such as QuakeZ will benefit greatly from Voo—
docZ's second texture processor.
6.Will Voodoo Banshee work with a Vnndnnl?
Voodoo Banshee will work with a Voodooz but not in SLI model Voodoo Banshee Will be the primary device
“h—
Unit/rm IE/uu/rr‘u IGI'
and Voodooz w|ll be the secondary device for the serious 3D gaming experience. For the ullimate setup, a system
can suppon a Voodoo Banshee as the primary graphic device and two Voodool boards connected in SLI mode.
This way the user will have the fastest 2D acceleration coupled with renown Voodooz 3D capabilities.
74What resolutions will Banshee support?
Voodoo Banshee will support up to 1900x1440 in 2D and 3D resolutions are just as flexible. Currently the 3D
drivers are capable of rendering at resolutions as high as l600xl200 for selected games. As the dnyers mature.
Voodoo Banshee wtll support many more titles at this ultra high resolution.
sowmit memory configurations will Voodoo Banshee support?
Voodoo Banshee will operate With 4-15MB of SGRAM. Also Voodoo Banshee supports low cost SDRAM as
well. With its lZS-blt memory interface, only l6MB SDRAM configuration will he supported since SDRAM is
available in only lMxio.
9.\Vhat bus will Voodoo Banshee support?
Both FCI and AG? will he supported. PC] fifiMHZ and AGP 1X with sideband support will be available for Voo-
doo Banshee. Voodoo Banshee is deslgned around the VoodooZ core which is optimized for textunng from local
memory Voodoo Eanshee‘s memory interface pmvtdes up to 1.6 Gigabytes/second of texture bandwidth
versus a maximum of 500 Megabytes/second of bandwidth available through AGP lexturingo With an
efficient connection to the processor and an efficient memory interface, games will more likely be lim~
ited by CPU performance, not bus bandwidth.
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3-1
l'imihiii EMMA/KT 46?
10.\Vil| there be any performance differences between PCI, AGP‘.’
For Voodoo Banshee, there will be minimal performance differences between A0? and PCI, Because of the faster
bus speed on AGP. there will be a Slight Improvement in perfom'lance when compared to a standard SJMHZ PCI
bus. Overall performance Will not be affected by the bus since Voodoo Banshee is architected to texture out of lo»
oul frame buffer memory. As always, loaal texturmg will always be faster than texturing from host memory. For
this reason Banshee will outperform mos| products that have AGP execute mode (textun’ng out of system, or host
memory), Voodoo Banshee IS designed around the VoodooZ core whlch ls optimized for lexturing from local
memory. Voodoo Banshee's memory interface provides up to 1.6 Gigabytes/second of texture handwrdih versus a
maximum of 500 Megabytes/second of bandwidth available through AGP texturlng, Wlth an efficient connection
to the processor and an efficient memory interface, games will more likely be llmitcd by CPU performance, not
bus bandwidth
lLWhen will Voodoo Banshee pmducts be available on the shell?
Voodoo Banshee is expected to be available by the August/September time frame from various add-in-eard manna
facturers.
12.Will Voodoo Banshee have the same game support as the current Voodnoz?
Yes, all D30, OGL, and Glide based games that are currently supported by Voodooz will be supported by Voo»
doo Banshee,
l urn/nu [gunman tor'
|3.Wlth eumpetltive produrts supporting up to 2k x 1k textures, will Vno—doo Banshee he at a illsadvnntage by
only supporting 256 x 256 (ex-tum?
No, nearly all games were designed With 256 x 256 textures since most games were designed with the Voodoo arr
chitecture in mind. Therefore supparting larger textures during this time wrll be wasted.
I4.ls iliere any disadvantage to suppnrting a 16-bit z bufler when some competitors support 24 rind sum 2
buffers?
No, most, if not all games, are designed wtth lfi
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