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Sorry, a syntax error or sth in the sentence? Plz rewrite... >>
Not sure what was wrong with the sentence besides a minor typo, but I'll try to clarify the sentence....:
AGP 4X, does offer twice the bandwidth to main memory that AGP 2X is capable of, but presently available graphics cards are barely utilizing any more then what AGP 1X is already capable of. Hence all that extra bandwidth that AGP 4X is capable is wasted as it's not needed.
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But for current graphics cards the original use for AGP in that it could directly access main memory with a far greater bandwidth then PCI could offer, and that bandwidth is not shared.... is useless. With modern graphics cards offering 64-128MB in the consumer market, and 256MB + in the professional market, we simply arent touching main memory for texture storage.
Rand, I totally respect your explanation but AGP 4x is all about data transfer rate right? Why are we talking about memory size for texture storage then?
Above all, I think it's a very nice discussion starting here...! 
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I mention texture storage because with limited texture storage on the graphics card there is an increased reliance on AGP bandwidth.... however with the available DRAM on modern cards we simply don't need to utilize the bandwidth that AGP offers.
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Not really. Its sole purpose was to speed up the transfer of the data between the system memory to the video card and it does just that. Granted the reason for doing this has changed but it is still needed. >>
That's just the point... it's not really needed anymore. Presently available graphics cards have plenty of texture storage, and so we don't need to rely upon main memory for storage of textures. The bandwidth to main memory is there if we ever needed it... but we very seldom to need it, and whn we do it;s in limited amount and quick bursts.
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The next generation of games (Unreal2, Doom3 etc) which fully support vertex & pixel shaders will produce masses and masses of data that will have to be passed across AGP transfer line and AGP x4 will show a difference over AGP x2. >>
They've been saying that since the original GeForce, originally it was said for T&L, then for FSAA.... now for vertex shaders. Though admittedly the argument is certainly more valid for future uses of vertex shading and some forms of AA then it ever was for initial T&L implementations.
Initial implementations of vertex shading isnt going to dramatically increase the need for texture storage, first implementations are strongly likely to utilize vertex shading to improve performance over existing cards but arent going to make significant use of new rendering capabilities on a game wide scale. Current graphics cards wouldnt be able to handle anything like that, the present capabilities limit us to vertex and pixel shading of optimizations to improve rendering of existing scenes but don't have the sheer power necessary to make game wide heavy usage of new methods of rendering that vertex shading opens up.
By the time we heavily utilize vertex shading on the scale necessary to truly dramatically increase texture storage we're looking into the future a good 3-5 years at least.
The next generation of games, arent going to nearly approach the level that would be required to put a heavy load on the AGP bus.
And we should be thankful their not... because even the bandwidth AGP 8X offers is most definitely NOT going to be enough to maintain reasonable frame rates on upcoming games if we approach any significant dependence upon it.