If it was design choice, the motivation behind it is a mystery to me. At least sub pixel accuracy was significantly improved but there are still some polygon gaps to be seen in few games. They were ATI’s first graphics solutions to carry the Mobility moniker. ATI’s effort to bite into professional market is also clear from addition of edge anti-aliasing. The only added feature is integrated TMDS for flat panels.

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Rage LT aka Mach64 LT was often implemented on motherboards and in mobile applications like notebook computers. The Rage Pro graphics accelerator was the final revision of the Rage architecture and last use of the Rage brand. Rage Pro has double the amount of gradients over Rage II and it is enough to not be perceived at first look, but still is far from proper filtering. However, Ati successfully used the “complete multimedia solution” buzz and could set attractive pricing.

Texturing engine can now enjoy 4 kB cache, drastically reducing bandwidth demands of interpolation and enabling single pass free trilinear filtering.

Peak processing rate is 1. Archived copy as title Pages using deprecated image syntax Commons category link is locally defined. Playing like a Pro Per-polygon mip mapping going wrong I already mentioned bilinear filter optimization. ATi also never really excelled in 16 bit quality, instead they went for big true color leap ahead with next architecture.


However as was common at the time, trilinear here stands for mere dithering between mip maps, not actual blending. Nevertheless, sales were going strong and R3 architecture was to be found in newer and actually updated chips. Initial versions relied on standard graphics memory configurations: From Wikipedia, the free encyclopedia.

ATI Rage PRO Turbo AGP Specs | TechPowerUp GPU Database

In reality, early versions of the new driver only delivered increased performance in benchmarks such as Ziff-Davis ‘ 3D Winbench 98 and Final Reality.

However, in games I was not able to find any situation were enabled multitexturing would increase performance. Between companies designing high performance 3d accelerators ATI was among last to deliver dual pipeline architecture. Almost every version of Rage was used in mobile applications, but there were also some special versions of these chips which were optimized for this.

ATI Rage PRO Turbo AGP

This, in addition to its early lack of OpenGL support, hurt sales for what was touted to be a solid gaming solution. Such respins helped to prolong support for Rage Pro. This late chip was very similar to the Rage II and supported the same application coding. One weakness of previous Rage architecture remained- the inability to filter alpha blended textures. Support for texture fog and specular highlights was added as well.


Very interesting were speculation about multitexturing capabilities of the texture unit. It offered Filtered Ratiometric Expansionwhich automatically adjusted images to full-screen size. It is the successor to the Mach series of 2D raage. ATI’s effort to bite into professional market is also clear from addition of edge anti-aliasing. ATI is getting faster Third generation of Rage architecture arrived in summer Perhaps the rumor was spawned by the “trilinear” claim.


Geometry transformation defects of Rage II are gone, I did not notice any perspective errors. But when it arrived at the end of the year in the form of Rageit also demonstrated very advanced design with “full speed” 32 bit depth rendering.

ATI 3D RAGE PRO (mach64GT) GPU |

The former being easier to fix, Radeon entered the market in the middle of as a first direct competition to Nvidia’s TnL chips. Who knows when, but the day will come when 3d accelerator as we use it will be unknown to gamers. The long life of R3 architecture after die shrink.

This page was last edited on 7 Juneat Developers were not pleased. In other projects Wikimedia Commons.