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. Announced performance was 26 million perspectively correct texture mapped pixels per second. As the name says, AFR renders each frame on an independent graphics processor. Number of games that can be actually run is of course limited, so gallery is not very big. There is one suspicious image quality issue, textures often seem to have reduced color range. Even if these features were “free”, Rage II performance would be far from best.

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It was ATI’s first dual texturing renderer, in that it could output two pixels per clock two pixel pipelines. It is the successor to the Mach series of 2D accelerators.

It seems despite die shrink ATI did not made any architectural advancements, at least not in 3d. Similarly to Laguna3D all members of Rage II family suffers from perspective problems, some surfaces 33d just wavy instead of straight.

And Rage II ain’t some speedster.

Only vertex fogging is performed rather slowly and often incompatible with transparent surfaces. There is quite recent driver set for 3e pair of chips, but opposed to 2. 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.

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Experience 3d gaming with mere 2 MB is very limiting even if the chip was powerful.

This creates obvious color banding on low resolution textures viewed up close. Perspective correction and 32 bit depth and even Z-buffering have little impact, but bilinear filtering higher than desirable performance drop.

Experience As you will see in the performance summary improvements in the 3d architecture are not to be seen in real games.

The chip was basically a die-shrunk Rage Prooptimized to be very inexpensive for solutions where only basic graphics output was necessary. 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.

All 3d primitives from points to quadrilaterals are supported. Reported chip clock is 75 MHz, but that is wrong without a doubt.


From now on Rage chips carried new A3D logo, to show how serious is the new trend. Soon the competition in value segment got too tough.

From Wikipedia, the free encyclopedia. Maybe newer drivers broke compatibility with the tweak.


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 rgae be actually run is of course limited, so gallery is not very big.


It fixed the Battlezone issues at least. It integrated a low-voltage differential signaling LVDS transmitter for notebook LCDs and advanced power management block-by-block power control. Views Read Edit View history. Also depth buffer never delivered improved performance, so it is unlikely there is any z-compare rejection of pixels. As for driver bugs, I found only one serious, objects are disappearing in Battlezone.

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Current technologies and software. Thus the improvement over first Rage II comes down only to more rge. It took many years but final drivers are definitely good.

Not because of lack of memory, this is true for all Rage II cards reviewed. For it’s time it is quite feature rich and can draw nice pictures, unless one nasty bug kicks in.

It offered 3f Ratiometric Expansionwhich automatically adjusted images to full-screen size. Blending unit looks flexible enough for any mode early Direct3d apps could throw at it. Again and better Autumn came and before anyone could yet realize first Rage will have miserable Direct3D compatibility, ATI unveiled second chip of the line.