joce_ a écrit :
voila c pour un gars ki me gonfle comme koi il a ptetre pas une vraie pro..
merci!
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Personnelement j'ai une ASUS et l'utilitaire fourni avec affiche les fréquences par defaut, et la possiblité de monter ces fréquences.
Il n'y a pas de logiciel de monitoring fourni avec cette carte ???
La solution de secours est d'installer PCMARK 2004, quand tu le lance tu clique sur "details" de la partie "System". Et dans le paragraphe "display device" tu verras toutes les infos sur la carte video.
Exemple de ce que ca donne chez moi (c une 9600XT) :
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ASUS RADEON A9600XT Driver 6.14.10.6396
Description ASUS RADEON A9600XT
Manufacturer ATI Technologies Inc.
Total Local Video Memory 128 MB
Total Local Texture Memory 128 MB
Total AGP Memory 117 MB
Driver File ati2dvag.dll
Driver Version 6.14.10.6396
Driver Details 7.95.4-031101m-012158C-Asus
Driver Date 10-28-2003
Driver WHQL Certified true
Max Texture Width 2048 px
Max Texture Height 2048 px
Max User Clipping Planes 6
Max Active Hardware Lights 8
Max Texture Blending Stages 8
Fixed Function Textures In Single Pass 8
Vertex Shader Version 2.0
Pixel Shader Version 2.0
Max Vertex Blend Matrices 37
Max Texture Coordinates 8
VGA Memory Clock 297.0 MHz
VGA Core Clock 499.5 MHz
PCI
Name ASUS RADEON A9600XT
Vendor ID 0x1002
Device ID 0x4152
SubSystem ID 0xc0021043
Revision ID 0x00
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Texture Formats
32-bit ARGB [8888]
32-bit RGB [888]
16-bit RGB [565]
16-bit RGB [555]
16-bit ARGB [1555]
16-bit ARGB [4444]
8-bit A [8]
8-bit YUV [800]
FourCC [UYVY]
FourCC [YUY2]
FourCC [DXT1]
FourCC [DXT2]
FourCC [DXT3]
FourCC [DXT4]
FourCC [DXT5]
Capabilities
AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Environmental Bump Mapping, Environmental Bump Mapping With Luminance, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Volume Textures, Point Primitive Support, Full-Screen Anti-Aliasing, DXT Compressed Textures, Two Sided Stencil Test, Mipmapped Volume Textures, Mipmapped Cube Textures, Spherical Mapping, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting, Scissor Test, Legacy Depth Bias
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Assez complet non ? Ca va lui clouer le bec à ton client !