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Post your graphics card caps here

Started by Promit Apr 22, 2002 at 9:43 AM 37 replies 3.8k views
Original Post
Promit
Promit
I''m trying to obtain some general data on the various caps of graphics cards, specifically as D3D identifies them. What I want is as follows: Open up the D3D Caps viewer tool that comes with the DX8 SDK. Select the HAL device and choose your graphics card. Under it there is one option called "Caps". Select it. Then go to File menu->Export subtree. This will create a file in the SDK/bin/tools directory with things listed. Post the first section of caps in that text file, just before the giant list of "yes"s and "no"s starts. This can be made into a great reference for general caps of video cards. ____________________________________________________________ Direct3D vs. OpenGL
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.
benjamin bunny
benjamin bunny
Geforce 2 Pro


Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 0
MaxTextureRepeat 8,192
MaxTextureAspectRatio 0
MaxAnisotropy 2
MaxVertexW 1E+010
GuardBandLeft -1E+008
GuardBandTop -1E+008
GuardBandRight 1E+008
GuardBandBottom 1E+008
ExtentsAdjust 0
MaxTextureBlendStages 8
MaxSimultaneousTextures 2
MaxActiveLights 8
MaxUserClipPlanes 0
MaxVertexBlendMatrices 2
MaxVertexBlendMatrixIndex 0
MaxPointSize 64
MaxPrimitiveCount 65,535
MaxVertexIndex 65,535
MaxStreams 16
MaxStreamStride 256
VertexShaderVersion 0.0
MaxVertexShaderConst 0
PixelShaderVersion 0.0
MaxPixelShaderValue 0


____________________________________________________________
www.elf-stone.com

[edited by - benjamin bunny on April 22, 2002 11:09:08 AM]

[Run_The_Shadow's Edit: Took out all the YES/NO's per original poster's instructions and to save screenspace ]

[edited by - Run_The_Shadows on April 22, 2002 11:17:33 AM]
Run_The_Shadows
Run_The_Shadows

NVIDIA GeForce2 GTS/GeForce2 Pro
Driver nv4_disp.dll
Description NVIDIA GeForce2 GTS/GeForce2 Pro
DriverVersion 32769366777
VendorId 4,318
DeviceId 336
SubSysId 1,054,021
Revision 164
DeviceIdentifier {D7B71E3E-4210-11CF-2C72-112006C2C835}

Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 0
MaxTextureRepeat 8,192
MaxTextureAspectRatio 0
MaxAnisotropy 2
MaxVertexW Yes
GuardBandLeft Yes
GuardBandTop Yes
GuardBandRight Yes
GuardBandBottom Yes
MaxTextureBlendStages 8
MaxSimultaneousTextures 2
MaxActiveLights 8
MaxUserClipPlanes 0
MaxVertexBlendMatrices 2
MaxVertexBlendMatrixIndex 0
MaxPointSize Yes
MaxPrimitiveCount 65,535
MaxVertexIndex 65,535
MaxStreams 16
MaxStreamStride 256
VertexShaderVersion Yes
MaxVertexShaderConst 0
PixelShaderVersion Yes

-Ryan "Run_The_Shadows"
-Run_The_Shadows@excite.com
-"The best way to make someone feel pain at your words is to either tell the truth, and make it sound horrid; or to tell a lie that reflects their own personal fears and resentments of themselves."

[edited by - Run_The_Shadows on April 22, 2002 3:59:33 PM]
Promit
Promit
Benjamin, did you format that list manually? It made it a lot easier to read. Is there an automatic way to do it, or will it come out like that if I copy-paste it?
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.
benjamin bunny
benjamin bunny
The program formatted it for me. I just copy/pasted it in. The HTML preserved the indenting because I used the code tags.
____________________________________________________________
www.elf-stone.com

[edited by - benjamin bunny on April 22, 2002 2:23:29 PM]
baldurk
baldurk
My caps are exactly the same as RTS because I have the same card. btw, RTS, is your card a creative?

------------------------------
Baldur K
"Hey! I hate these Microsoft guys! What a rotten compiler! It only accepts 16,384 local variables in a function!"
intransigent-seal
intransigent-seal
Try looking at the list on:
delphi3d

And there must be other lists.

John B
The best thing about the internet is the way people with no experience or qualifications can pretend to be completely superior to other people who have no experience or qualifications.
ITH3
ITH3
GeForce 4 440 Go


Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 0
MaxTextureRepeat 8,192
MaxTextureAspectRatio 0
MaxAnisotropy 2
MaxVertexW Yes
GuardBandLeft Yes
GuardBandTop Yes
GuardBandRight Yes
GuardBandBottom Yes
MaxTextureBlendStages 8
MaxSimultaneousTextures 2
MaxActiveLights 8
MaxUserClipPlanes 0
MaxVertexBlendMatrices 2
MaxVertexBlendMatrixIndex 0
MaxPointSize Yes
MaxPrimitiveCount 65,535
MaxVertexIndex 65,535
MaxStreams 16
MaxStreamStride 256
VertexShaderVersion Yes
MaxVertexShaderConst 96
PixelShaderVersion Yes


[edited by - ITH3 on April 22, 2002 3:23:52 PM]
Run_The_Shadows
Run_The_Shadows
quote:
Original post by baldurk
My caps are exactly the same as RTS because I have the same card. btw, RTS, is your card a creative?

------------------------------
Baldur K
"Hey! I hate these Microsoft guys! What a rotten compiler! It only accepts 16,384 local variables in a function!"


VisionTek, actually. And if the Caps didn''t mention it: a 64 meg DDR.

-Ryan "Run_The_Shadows"
-Run_The_Shadows@excite.com
-"The best way to make someone feel pain at your words is to either tell the truth, and make it sound horrid; or to tell a lie that reflects their own personal fears and resentments of themselves."
Myopic Rhino
Myopic Rhino
GeForce4 Ti 4600

Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 4,096
MaxTextureHeight 4,096
MaxVolumeExtent 512
MaxTextureRepeat 8,192
MaxTextureAspectRatio 0
MaxAnisotropy 8
MaxVertexW 1E+010
GuardBandLeft -1E+008
GuardBandTop -1E+008
GuardBandRight 1E+008
GuardBandBottom 1E+008
ExtentsAdjust 0
MaxTextureBlendStages 8
MaxSimultaneousTextures 4
MaxActiveLights 8
MaxUserClipPlanes 0
MaxVertexBlendMatrices 4
MaxVertexBlendMatrixIndex 0
MaxPointSize 8192
MaxPrimitiveCount 1,048,575
MaxVertexIndex 1,048,575
MaxStreams 16
MaxStreamStride 256
VertexShaderVersion 1.1
MaxVertexShaderConst 96
PixelShaderVersion 1.3
MaxPixelShaderValue 1

quote:
Original post by Promit
just before the giant list of "yes"s and "no"s starts.

I don't see any "no"s
Promit
Promit
Honestly, I''d be shocked if anyone had any "no"s in taht list. Even so, if someone did they might be confused...you never know.

GeForce 2 MX (yeah it''s a bit old)

Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 0
MaxTextureRepeat 8,192
MaxTextureAspectRatio 0
MaxAnisotropy 2
MaxVertexW 1E+010
GuardBandLeft -1E+008
GuardBandTop -1E+008
GuardBandRight 1E+008
GuardBandBottom 1E+008
ExtentsAdjust 0
MaxTextureBlendStages 8
MaxSimultaneousTextures 2
MaxActiveLights 8
MaxUserClipPlanes 0
MaxVertexBlendMatrices 2
MaxVertexBlendMatrixIndex 0
MaxPointSize 64
MaxPrimitiveCount 65,535
MaxVertexIndex 65,535
MaxStreams 16
MaxStreamStride 256
VertexShaderVersion 0.0
MaxVertexShaderConst 0
PixelShaderVersion 0.0
MaxPixelShaderValue 0


My goal here is to ascertain the general spread of graphics cards that people have, not the caps of any specific card(s). I got the idea to post when I was studying multitexuring and multipass rendering. I wasn''t sure that most cards supported all 8 stages of texture blending.

P.S. Myopic Rhino your card can support 4 simultaneous texture at each blending stage?! D3D doesn''t even support more than 3, does it? Because it only provides D3DTSS_COLORARG0, D3DTSS_COLORARG1, and D3DTSS_COLORARG2 I believe. Is there a D3DTSS_COLORARG3? It doesn''t show in the SDK docs...does OpenGL support 4 textures per stage? For that matter, are there even any standard 4 argument color ops?

____________________________________________________________
Direct3D vs. OpenGL
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.
Quantum
Quantum
TNT2 M-64 ()


DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 0
MaxTextureRepeat 0
MaxTextureAspectRatio 0
MaxAnisotropy 0
MaxVertexW 0
GuardBandLeft -2048
GuardBandTop -2048
GuardBandRight 2047
GuardBandBottom 2047
ExtentsAdjust 0
MaxTextureBlendStages 8
MaxSimultaneousTextures 2
MaxActiveLights 0
MaxUserClipPlanes 0
MaxVertexBlendMatrices 0
MaxVertexBlendMatrixIndex 0
MaxPointSize 1
MaxPrimitiveCount 65,535
MaxVertexIndex 65,535
MaxStreams 0
MaxStreamStride 255
VertexShaderVersion 0.0
MaxVertexShaderConst 0
PixelShaderVersion 0.0
MaxPixelShaderValue 1
Pouya
Pouya

ATI Rage Fury Pro....

Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 1,024
MaxTextureHeight 1,024
MaxVolumeExtent 0
MaxTextureRepeat 0
MaxTextureAspectRatio 0
MaxAnisotropy 16
MaxVertexW 0
GuardBandLeft 0
GuardBandTop 0
GuardBandRight 0
GuardBandBottom 0
ExtentsAdjust 0
MaxTextureBlendStages 3
MaxSimultaneousTextures 2
MaxActiveLights 0
MaxUserClipPlanes 0
MaxVertexBlendMatrices 0
MaxVertexBlendMatrixIndex 0
MaxPointSize 16
MaxPrimitiveCount 65,535
MaxVertexIndex -1
MaxStreams 1
MaxStreamStride -1
VertexShaderVersion 0.0
MaxVertexShaderConst 0
PixelShaderVersion 0.0
MaxPixelShaderValue 0
Pouya
Pouya
I just did a comparison between my card posted above with the other cards posted in here. Holy shit my card sucks!
And yet, all the games seem to run at a descent framerate with no problems.
SHilbert
SHilbert
LeadTek GeForce 2 GTS 64 MB


Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 0
MaxTextureRepeat 8,192
MaxTextureAspectRatio 0
MaxAnisotropy 2
MaxVertexW 1E+010
GuardBandLeft -1E+008
GuardBandTop -1E+008
GuardBandRight 1E+008
GuardBandBottom 1E+008
ExtentsAdjust 0
MaxTextureBlendStages 8
MaxSimultaneousTextures 2
MaxActiveLights 8
MaxUserClipPlanes 0
MaxVertexBlendMatrices 2
MaxVertexBlendMatrixIndex 0
MaxPointSize 64
MaxPrimitiveCount 65,535
MaxVertexIndex 65,535
MaxStreams 16
MaxStreamStride 256
VertexShaderVersion 0.0
MaxVertexShaderConst 0
PixelShaderVersion 0.0
MaxPixelShaderValue 0


[edited by - SHilbert on April 22, 2002 8:46:46 PM]
benjamin bunny
benjamin bunny
Those caps are a bit lacking. Where''s the hw stencil buffer size, compressed texture capability, cube mapping, render-to-texture, hw reflection map texgen, etc? I think most of the interesting stuff is later in the file.

____________________________________________________________
www.elf-stone.com
Myopic Rhino
Myopic Rhino
quote:
Original post by Promit
P.S. Myopic Rhino your card can support 4 simultaneous texture at each blending stage?! D3D doesn''t even support more than 3, does it? Because it only provides D3DTSS_COLORARG0, D3DTSS_COLORARG1, and D3DTSS_COLORARG2 I believe. Is there a D3DTSS_COLORARG3? It doesn''t show in the SDK docs...does OpenGL support 4 textures per stage? For that matter, are there even any standard 4 argument color ops?

I don''t know about D3D, but OpenGL supports up to 8, I believe... I''ve never tried to use more than 4. ATI Radeon 8500 actually supports 6, as you''ll see below. You can always find uses for more textures.

Anyway, here''s the caps for my other card, an ATI Radeon 8500 (128 MB version).

Caps
DeviceType 1
AdapterOrdinal 0
MaxTextureWidth 2,048
MaxTextureHeight 2,048
MaxVolumeExtent 256
MaxTextureRepeat 2,048
MaxTextureAspectRatio 2,048
MaxAnisotropy 16
MaxVertexW 1E+010
GuardBandLeft 0
GuardBandTop 0
GuardBandRight 0
GuardBandBottom 0
ExtentsAdjust 0
MaxTextureBlendStages 8
MaxSimultaneousTextures 6
MaxActiveLights 8
MaxUserClipPlanes 6
MaxVertexBlendMatrices 4
MaxVertexBlendMatrixIndex 57
MaxPointSize 256
MaxPrimitiveCount 65,535
MaxVertexIndex 16,777,215
MaxStreams 8
MaxStreamStride 1,024
VertexShaderVersion 1.1
MaxVertexShaderConst 192
PixelShaderVersion 1.4
MaxPixelShaderValue 8
Pouya
Pouya
MR:
You have bote GeForce 4 Ti 4600 and ATI Radeon 8500???

I HAET YUO!@$

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