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666_1337

video memory

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how do i determine how many video memory a card has, and how much of it is being used? ... but on a not operating-system dependent way

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maybe u could try some assembly but i dont think that will help coz the video memory is arranged in a ugly manner. if u ever looked at some code using VESA u''ll know what i mean and i dont know how to do so on newer cards.

but u could look for detailed reference on video chipset registers and ports.

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Well, that''s for DirectX. Since he posted in the OpenGL forum, we can assume that he wants VRAM usage for framebuffer, textures, etc. And in OpenGL, only the driver has access to that information.

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quote:
Original post by 666_1337
how do i determine how many video memory a card has, and how much of it is being used?



Ha ha ha!!!

quote:

... but on a not operating-system dependent way



Ha ha ha!!! ha ha ha!!!

Sorry!

Everything depends by OS! There is not an ANSI-C function to test the video card memory (or memory itself) !!!
It is very hard to write a portable code in standard ANSI-C under different compilers...think about a video-card-memory-test under different OS...
However under OpenGL and Windows it''s impossible to do this!






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Blizzard, you imply that the only things you can do OS independent is the ANSI functions. That isn''t correct. Suppose there was an OpenGL function queryVramCapacity(). If so, then I would consider it an OS-independent way to query VRAM!

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is this videocard mem or videocard + AGP mem?
is FSAA etc enabled?
just write a simple routine that loads + uses textures until speed decreases dramatically this will give u a rough idea

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

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quote:
Original post by drslush
Blizzard, you imply that the only things you can do OS independent is the ANSI functions. That isn''t correct. Suppose there was an OpenGL function queryVramCapacity(). If so, then I would consider it an OS-independent way to query VRAM!


Yes and I''m surprised why there is not at least an extension to do this...unfortunately this does not exist!
Perhaps the reason is to mantain OpenGL very device independent (it is not only OS independent!)...

quote:

zedzeek:
just write a simple routine that loads + uses textures until speed decreases dramatically this will give u a rough idea



Interesting! Really! A good idea!

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