I am working on a project that has a large amount of large textures. It has become clear that some optimization is needed in this area. Before starting however I wanted to get a better understanding of AGP’s role in improving performance. I understand that using AGP allows you to use main memory for textures. I have a couple of questions though.
Is there still a performance hit if the texture is in main memory (accessible via AGP) rather than on the card?
2)If you set your AGP aperture at 64MB is this how much extra memory you have to work with?
Can this area be swapped out, so you could end up with a texture that has been swapped to disk?
4)Is there any good documentation explaing this.
Is AGP 2x support dependent on OpenGL drivers?
Is there a ball park texure limit to shoot for based on Card Memory and AGP aperture size to avoid textures becoming non-resident.
Thanks for any and all help.