It can cost as little as USD $5 to put an integrated video chipset on a motherboard. While they are fine for email and web surfing, they are usually quite inadequate for modern video games and 3D graphics applications, especially ones using OpenGL.When i had a integrated intel video card 32Mb,
The less the vido card/chipset does in hardware, the more the cpu has to work. Here is a basic description of what is going on (from docs for FlightGear, a flight simulator that uses OpenGL for drawing http://www.flightgear.org/hardwarereq.html ). Note the bit at the end about display depth and software rendering.
Here is a bit of general background information on OpenGL and 3D hardware acceleration contributed by Steve Baker ([email protected])
Updated by Curt Olson (9/25/2000)
When you are drawing graphics in 3D, there are generally a hierarchy of things to do:
Stuff you do per-frame (like reading the mouse, doing flight dynamics)
Stuff you do per-object (like coarse culling, level-of-detail)
Stuff you do per-polygon or per-vertex (like rotate/translate/clip/illuminate)
Stuff you do per-pixel (shading, texturing, Z-buffering, alpha-blend)
On a $1M full-scale flight simulator visual system, you do step (1) in the main CPU, and the hardware takes care of (2), (3) and (4)
On a $100k SGI workstation, you do (1) and (2) and the hardware takes care of (3) and (4)
On a $100 PC 3D card, you (or your OpenGL library software - which runs on the main CPU) do (1), (2) and (3) and the hardware takes care of (4).
On a machine without 3D hardware, the main CPU has to do everything.
The amount of work to do each of these operations goes up by one or two orders of magnitude at each step. One eye point, perhaps a hundred objects, tens of polygons per object, hundreds of pixels per polygon.
Hence, putting step (4) into hardware is vital - you could easily need to draw a million pixels for each time you read the mouse. Putting step (3) into hardware is also very nice - cards like the nVidia GeForce are now doing this.
So, if you put a cheap accelerated 3D card onto a slow-ish PC, you still get all the benefits of not doing the per-pixel math in software - so your frame rate will speed up. But since that per-pixel stuff now goes very fast, you are probably limited by the speed that your old clunker can do step (3) - the per-vertex math.
....
If your 3D card doesn't provide a speedup then make sure you have a proper OpenGL driver installed for that card - some cards only support Direct3D which FGFS is unable to interface to. Some 3D cards can't function if you set the display resolution too large or the pixel depth to something that card won't support. Some OpenGL drivers silently drop back to software-only rendering under those circumstances.



