Shared Graphics Memory

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Revision as of 10:11, 1 September 2025 by MaricelaSjo (talk | contribs) (Created page with "<br>In pc structure, shared graphics memory refers to a design the place the graphics chip doesn't have its personal dedicated memory, and as an alternative shares the main system RAM with the CPU and other parts. This design is used with many built-in graphics options to cut back the cost and complexity of the motherboard design, as no extra memory chips are required on the board. There is often some mechanism (by way of the BIOS or a jumper setting) to pick out the amo...")
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In pc structure, shared graphics memory refers to a design the place the graphics chip doesn't have its personal dedicated memory, and as an alternative shares the main system RAM with the CPU and other parts. This design is used with many built-in graphics options to cut back the cost and complexity of the motherboard design, as no extra memory chips are required on the board. There is often some mechanism (by way of the BIOS or a jumper setting) to pick out the amount of system memory to use for Memory Wave Method graphics, which signifies that the graphics system may be tailor-made to solely use as much RAM as is actually required, leaving the remainder free for functions. A aspect impact of that is that when some RAM is allocated for graphics, it becomes successfully unavailable for the rest, so an instance computer with 512 MiB RAM set up with sixty four MiB graphics RAM will appear to the operating system and consumer to only have 448 MiB RAM installed.



The drawback of this design is lower performance because system RAM normally runs slower than dedicated graphics RAM, and there's more contention because the memory bus must be shared with the remainder of the system. It may cause efficiency issues with the remainder of the system if it is not designed with the actual fact in thoughts that some RAM might be 'taken away' by graphics. The memory in these machines is simply one quick pool (2.1 GB per second in 1996) shared between system and graphics. Sharing is carried out on demand, together with pointer redirection communication between predominant system and graphics subsystem. This is called Unified Memory Architecture (UMA). Most early personal computers used a shared memory design with graphics hardware sharing memory with the CPU. Such designs saved money as a single financial institution of DRAM could possibly be used for each display and program. Examples of this embody the Apple II computer, the Commodore 64, the Radio Shack Colour Computer, the Atari ST, and the Apple Macintosh. A notable exception was the IBM Computer. Graphics display was facilitated by way of an growth card with its personal memory plugged into an ISA slot. The first IBM Computer to use the SMA was the IBM PCjr, launched in 1984. Video Memory Wave Method was shared with the first 128 KiB of RAM. The exact size of the video memory may very well be reconfigured by software program to fulfill the needs of the current program. An early hybrid system was the Commodore Amiga which might run as a shared memory system, however would load executable code preferentially into non-shared "quick RAM" if it was available. Later, the DirectX 6.1 launched software program help for shared graphics memory. Hardware to further help shared graphics memory embody Intel DVMT and Memory Wave NVIDIA TurboCache.



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