?
More like ~3 GB.?
175Mhz clock with 128bit bus =
175,000,000 x 128 = 22400000000 (bits)
22400000000 / 8 = 2800000000 (bytes)
2800000000 / 1024 = 2734375 Meg
2734375 /1024 =
2.67 Gigabytes per second memory bandwidth. (OK, so I should have said 2.7Gig!)
?
I know how it works. The point is:
-32 MB Kyro2 boards do experience texture swaps.
-AGP is far slower than local VRAM.
-64 MB boards are more future proof.?
I didn?t actually say you didn?t know how it works, I was just making a factiodal (new word!

) point; nor did I actually say that whether a 64MB card is worth more or less than a 32MB card.
However, I will say that to date I know of only one game in which the texture demands of the game exceeds the available memory space on a 32MB card; this game being Quake3. Quake3, however, also supports texture compression, meaning that with the compression ratio of 1:6 you would still need 6 times the number / size of textures for that 32MB limitation to be exceeded again ? in the point of Quake3 and KYRO it is far better to run with compression enabled as it enables trilinear virtually for free. Now that virtually every board available supports S3TC it is likely that in future titles texture compression will become the norm rather than the exception, as it facilitates high resolution textures much more easily, or else card bandwidth would need to scale very high to make it a viable proposition (and this, as we all know, is not likely to happen without other areas of the cards pipeline eating this bandwidth up).
Also, as some may know, unlike other cards, KYRO does not benefit from larger video RAM when FSAA is enabled, as it still only uses the same amount of memory as the none FSAA resolution.
These are the facts, mixed in with a small level of opinion. I still make no judgement as to which is best to choose.