DFI AGP-9800 A+ User Manual

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AGP-9800
Rev. A+
Graphics Card
User’s Manual
34771205
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Copyright
This publication contains information that is protected by copyright. No part of it may be reproduced in any form or by any means or used to make any transformation/adaptation without the prior written permission from the copyright holders.
This publication is provided for informational purposes only. The manufacturer makes no representations or warranties with respect to the contents or use of this manual and specifically disclaims any express or implied warranties of merchantability or fitness for any particular purpose. The user will assume the entire risk of the use or the results of the use of this document. Further, the manufacturer reserves the right to revise this publication and make changes to its contents at any time, without obligation to notify any person or entity of such revisions or changes.
All Rights Reserved.
Trademarks
Microsoft® MS-DOS®, WindowsTM and Windows® 95 are registered trademarks of Microsoft Corporation. Other trademarks and registered trademarks of products appearing in this manual are the properties of their respective holders.
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Table of Contents
Chapter 1 - Introduction
Introduction............................................................................................................
Features and Specifications............................................................................
Package Checklist................................................................................................
Chapter 2 - Hardware Installation
Hardware Installation........................................................................................
Board Layout.................................................................................................
Memory.............................................................................................................
PAL/NTSC TV System.............................................................................
Connecting a TV to the Graphics Card .....................................
Installing a VMI Card onto the Graphics Card.........................
Installing the Graphics Card.................................................................
Chapter 3 - Supported Softwares
Operating System Requirements..............................................................
VGA Drivers..........................................................................................................
Appendix A - Connector Pin Assignments Appendix B - Glossary of 3D Features
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AGP-9800 Graphics Card User’s Manual
CHAPTER
Introduction
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Introduction
Introduction
The high performance 3D graphics card uses the Accelerated Graphics Port (AGP) interface. AGP utilizes a dedicated pipeline to access system memory for texturing, z-buffering and alpha blending.
Use the graphics card with softwares that support 3D and enjoy more texture and higher screen resolution at higher frame rates. The graphics card will deliver faster and better graphics to your PC.
Features and Specifications
CHIPSET
Trident 9850 MEMORY
2MB or 4MB onboard
Supports 64-bit memory interface
Uses 256Kx32 100MHz SGRAM GRAPHICS RESOLUTIONS
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256 colors
2MB
1600x1200
4MB
1600x1200
2D GRAPHICS FEATURES
Supports single cycled 2D BitBLT graphics engine with:
- 256 raster operation
- Stretch, transparent BLT
- Clipping
- Trapezoidal fill, solid or pattern
- Line-drawing/strip drawing
- Polygon fill, solid or pattern
- 16-bit overlay with scaling
Hardware cursor
32K/64K colors
1152x864 1024x768
1600x1200
16M colors
800x600
1280x1024
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AGP-9800 Graphics Card User’s Manual
3D GRAPHICS FEATURES
Full hardware setup
- Back face culling and slope calculation
- Sub-pixel positioning
Alpha blending for transparent effects
Gouraud shading for smooth shading
Fog
Texture mapping
- Bi-linear filtering, MIP mapping and Video texture mapping
Z-buffering at 16/32bpp
Page flipping for double and triple buffering of smooth animation effects
VIDEO PLAYBACK FEATURES
TrueVideo™ horizontal and vertical interpolated scaling and proprietary image recovery
Only requires 1MB memory for 1024x768 true color playback
Color space conversion and color format conversion
Smooth scaled video at 30fps
Page flipping, anti-tear support for Direct-Draw
Gamma and color key support
VIDEO OUT (for TV)
Supports 525 scan line NTSC or 625 scan line PAL TV system
Supports horizontal and vertical position control
Optimum anti-flicker and resolution
Supports high quality true color video
Software switch between TV and CRT display
Supports overscan/underscan
COMPATIBILITY
VESA Display Power Management Signaling (DPMS)
VESA DDC2B for Plug and Play monitors
VESA VBE 2.0 BIOS
AGP version 1.0 133MHz Execute mode
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Introduction
BENCHMARKS
(Intel Pentium® II processor 266MHz, 1024x768, hi-color, 75Hz, 4MB)
3D Winbench 97: 140 megapixels/sec. SOFTWARE DRIVERS
Windows® 95/Direct3D/DirectDraw/DirectVideo
Windows 3.1/DCI
- Virtual screen
- Resolution change
- Color cursor
Windows NT® 4.0
OS/2 Warp (optional) I/O SLOT
AGP slot CONNECTORS
1 15-pin analog VGA connector
1 26-pin feature connector or VMI (Video Module Interface) connector A
1 40-pin VMI connector B
1 RCA video output connector
1 7-pin DIN S-video connector
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Package Checklist
The graphics card
The user's manual
One set of diskette or CD If any of these items are missing or damaged, please contact your
dealer or sales representative for assistance
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AGP-9800 Graphics Card User’s Manual
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Hardware Installation
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Hardware Installation
Hardware Installation
Carefully read this chapter before installing the graphics card into your system. Installing the card incorrectly may damage your com­puter system, monitor, and the card.
Board Layout
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J1
J2
J3
J4
J5
Feature connector
S-Video connector
RCA connector
VGA connector
Crystal
square denotes pin 1
Y1
Video Module Interface (VMI)
Trident
3DImage
9850
SGRAM
U2
SGRAM SGRAM
U6
U3
U7
BIOS
SGRAM
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Memory
The graphics card may come with 2MB or 4MB of SGRAM (Syn­chronous Graphics RAM). A 2MB graphics card is installed with two 256Kx32 SGRAMs at locations U2 and U6, while a 4MB graphics card is installed with four 256Kx32 SGRAMs at locations U2, U3, U6 and U7.
PAL/NTSC TV System
The graphics card supports NTSC or PAL TV system. Please refer to the label on the card to determine whether your graphics card supports NTSC or PAL TV system. AGP-9800/N supports NTSC TV system. AGP-9800/P supports PAL TV system.
Connecting a TV to the Graphics Card
The graphics card supports CVBS (Composite Video Broadcasting System) and S-Video (Separate Video), also called Y/C (Luminance/ Chrominance). CVBS is a video stream that combines all of the pieces required for displaying an image into one signal. S-Video (Y/C) is used in a decoder to pull the luminance and chrominance apart in an NTSC or PAL system.
Generally your TV is equipped with a Video In connector that receives CVBS signal. Connect one end of the RCA-type video cable to the RCA-type (Video Out) connector (J4) of the graphics card and the other end to the Video In connector of your TV.
If your TV is equipped with an S-Video In connector (Y/C signal), we recommend that you use this connector because Y/C signal provides better resolution than CVBS. To transmit Y/C signal, connect one end of a video cable to the S-video (7-pin DIN S-video Out) connector (J3) of the graphics card and the other end to the S­Video In connector of your TV.
Note:
The graphics card allows you to connect a monitor or TV. If a monitor and TV are connected at the same time, only the monitor will work.
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Using the RCA-type connector
Hardware Installation
J3
S-Video connector
J4
RCA-type connector
J5
2
Rear panel of the TV
Using the S-Video connector
Rear panel of the TV
or
J3
J4
J5
VGA connector
S-Video connector
RCA-type connector
VGA connector
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Installing a VMI Card onto the Graphics Card
The graphics card supports a VMI (Video Module Interface) inter­face. This interface is used for connecting a video module, such as a MPEG module, to a “Video Ready” GUI device.
1. Position the VMI card by aligning the connectors on the card to J1 and J2 of the graphics card.
2. Make sure pin 1 of the connectors on the VMI card is aligned with pin 1 of J1 and J2 on the graphics card.
3. Press both sides of the VMI card firmly onto the graphics card. Make sure the VMI card is seated properly.
Installing the Graphics Card
For most computer systems, you will only need a medium size Phillips screwdriver to remove the cover and a small flat-blade screwdriver to secure the monitor cable.
Warning:
Electrostatic discharge (ESD) can damage your graphics card, system board, processor, disk drives, add-in boards, and other components. Perform the upgrade instruction procedures described at an ESD workstation only. If such a station is not available, you can provide some ESD protection by wearing an antistatic wrist strap and attaching it to a metal part of the system chassis. If a wrist strap is unavailable, establish and maintain contact with the system chassis throughout any procedures requiring ESD protection.
Handling the Graphics Card
It is quite easy to inadvertently damage your graphics card even before installing it in your system unit. Electrostatic discharge can damage computer components without causing any signs of physical damage. You must take extra care in handling the graphics card to ensure that no static build-up is present.
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Hardware Installation
Tips in Handling the Graphics Card
1. To prevent electrostatic build-up, leave the graphics card in its anti-static bag until you are ready to install it.
2. Do all preparation work on a static-free surface with graphics card components facing up.
3. Hold the graphics card by its edges only. Be careful not to touch any of the components, contacts or connections, especially gold contacts, on the board.
Step 1: Switch Off Your Computer’s Power Make sure that your computer is switched off and unplugged before
removing the cover. Also turn off any devices (printer, display, mo­dem, etc.) you may have attached to your computer.
Warning:
Hazardous voltages are present and exposed when operating the computer with the cover removed. To prevent equipment damage and personal injury, never apply power to the com­puter when the cover is off.
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Step 2: Remove Your Computer’s Cover Refer to your computer system manual for specific instructions on
removing your computer’s system unit cover. In general, you will need to remove several screws on the back or side of the system unit and then slide the cover off.
Step 3: Remove the Slot Cover Remove the screw and slot cover at the back of the AGP slot. Save
the slot cover for future use. You will be using the screw in a future step.
Step 4: Unpack the Graphics Card Remove the graphics card from the shipping carton and its protective
packing. Please do not throw away the packing material or the shipping box. You may use these again to prevent damage should you need to ship the graphics card for repairs.
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Step 5: Insert the Graphics Card Carefully slide the graphics card into the AGP slot. When the card’s
edge-connector is aligned with the slot on the system board, press firmly on the top of the card to seat it. Make sure the graphics card is straight and level compared to the computer’s system board by viewing it from the side.
Once you are satisified with its alignment, insert the slot-cover screw on top of the bracket at the back of the graphics card.
Step 6: Replace the Computer’s Cover When you have finished installing the graphics card, put the cover back
on your computer's system unit. Refer to your computer's system manual for instructions if necessary.
Step 7: Connect the Monitor or TV The graphics card can only be used with an analog video display using
a 15-pin D-shell cable connector (standard VGA monitor connection). If your monitor supports analog video but does not have a 15-pin D-shell connector, see your monitor dealer for the adapter or optional cable. After you plug the monitor cable into the VGA connector of the graphics card, gently tighten the cable screws to hold the connector in place.
Note:
Some monitors have a switch that chooses between analog and TTL (or digital) operation. If your monitor has such a switch, set it for analog.
To plug a TV to the graphics card, please refer to the “Connecting a TV to the Graphics Card” section in this chapter of the manual.
Note:
If a monitor and TV are connected at the same time, only the monitor will work.
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Supported Softwares
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Operating System Requirements
To use all AGP features, your system must be installed with Windows® 95 OSR 2.1 or later versions, and DirectX 5. If your system is installed with Windows® 95 OSR 2.0, you may upgrade it to OSR2.1 by following the steps in the next section.
Upgrading Windows® 95 OSR2.0 to OSR2.1
You must have OSR2.0 already installed before you can upgrade it to OSR2.1. To determine the current version of OSR2.0 installed in your system, please follow the steps below.
1. On the Windows® 95 desktop, select “Start”.
2. In “Start”, select “Programs”.
3. In “Programs”, select “MS-DOS Prompt”.
4. Change the directory to the drive where Windows® 95 is installed and type “VER”. (e.g. C:\>VER)
5. The following will appear: Windows 95 [Version 4.00.1111].
6. Exit MS-DOS Prompt.
To upgrade OSR2.0 to OSR2.1 with the USB upgrade, please follow the steps below.
1. On the Windows® 95 desktop, select “Start”.
2. In “Start”, select “Run”.
3. In “Run”, select “Browse”. The USB upgrade is in OSR2\USBSUPP\USBSUPP.EXE.
4. Follow the prompts to complete installation.
5. Click OK to restart your computer.
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Supported Softwares
After booting-up Windows® 95, follow the steps below to determine the installed version of the operating system.
1. On the Windows® 95 desktop, select “Start”.
2. In “Start”, select “Run”.
3. In “Run”, type REGEDIT and click OK.
4. The Registry Editor dialog box will appear. In “My Computer”, select the following: HKEY_LOCAL_MACHINE\SOFTWARE\ MICROSOFT\WINDOWS\CurrentVersion.
5. On the right side of the dialog box, scroll down and look for “Version Number”. It should be “4.03.1212” or later version.
VGA Drivers
The graphics card supports VGA drivers for different operating systems. Please refer to the README file contained in the provided diskette/CD for installation instructions.
All steps or procedures to install the VGA drivers are subject to change without notice as the softwares are occassionally updated. Please refer to the "Readme" files contained on the provided diskettes for the latest information.
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AGP-9800 Graphics Card User’s Manual
APPENDIX
Connector Pin Assignments
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Connector Pin Assignments
Connector J1 VMI Connector B (40-pins)
The VMI connector consists of J1 (40-pins) and J2 (26-pins), for installing a VMI card. J2 alone is a feature connector. Refer to the next page for the pin assignment of J2.
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Pin 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Description HD[0] Ground HD[2] HD[4] HD[5] HD[7] HA[0] HA[2] +5V RESET# Ground WR# READY INTREQ# PCMDATA +3.3V User Defined KEY AUDIOL AUDIOR
Pin 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Description +12V HD[1] Ground HD[3] +5V HD[6] OSC HA[1] HA[3] Ground CS# RD# +3.3V SCLK LRCK +5V User Defined User Defined INSERT# AUDGND
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AGP-9800 Graphics Card User’s Manual
Connector J2 Feature Connector or VMI Connector A
Pin
1 2 3 4 5 6 7 8
9 10 11 12 13
Description
P0 P1 P2 P3 P4 P5 P6 P7
DCLK BLANK# HSYNC VSYNC Ground
Pin 14 15 16 17 18 19 20 21 22 23 24 25 26
Description Ground Ground Ground EVIDEO# ESYNC# EDCLK# N/C Ground Ground Ground Ground N/C N/C
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Connector J3 S-video Connector
Connector Pin Assignments
A
Pin 1 2 3 4 5 6 7
Connector J4 RCA-type Connector
Pin 1 2
Connector J5 VGA Connector
Pin 1 2 3 4 5 6 7 8
Description Ground Chrominance signal Ground Luminance signal Ground Ground Ground
Description Composite signal Ground
Description Red Green Blue Monitor ID bit 2 Ground Red Return (ground) Green Return (ground) Blue Return (ground)
Pin 9 10 11 12 13 14 15
Description +5V Vcc Sync Return (ground) Not Used SDA Horizontal Sync Vertical Sync SCL
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Glossary of 3D Features
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Glossary of 3D Features
Alpha Blending - using the alpha component to proportionally weight the intensity of an object in the summation of all objects within a pixel. When done correctly, alpha blending can simulate transparency.
Antialiasing - an algorithm to remove the distracting effects of point sampling a signal in the digital domain. This is necessary because some of the frequencies present in the signal may be higher than half the sampling rate. These frequency components "alias" as lower fre­quency signals, and show up as "jaggies".
Bilinear Interpolation - an interpolation between four values when fractional deltas are known in the vertical and horizontal direction. The horizontal delta is used as the weighting factor to average the top left and top right values to determine the top, and the bottom left and bottom right to determine the bottom. The vertical delta is then used as the weighting factor between the top and bottom value to calculate the final result.
Double Buffering - refers to maintaining two separate frame bufffers (which may physically occupy the same RAM devices). This implies performing display refreshes from one buffer, while the render­ing is accessing the other one.
B
Mip Mapping - Mip comes from the Latin, multum in parvo, mean­ing many things in a small place. Mip maps contain the original bitmap, and all successively lower levels of detail. These are usually created by filtering the original map, decreasing its size by powers of two in both directions.
Perspective Correction - correctly adjusting the interpolation of polygon attributes (primarily texture addresses) so that they appear to obey the rules of perspective. Perspectively correct interpolation is not linear in screen space, and requires a divide by depth in order to look right.
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Shading, Flat - darkening or lightening the intensity of a polygon based on the angle between its normal and a vector pointing to a light source. All pixels on a polygon receive the same adjustment, resulting in a faceted appearance. The per polygon and per pixel cal­culation load is very light.
Shading, Gouraud - darkening or lighting each pixel of a polygon based on an interpolation between values calculated at the polygon's vertices. A "vertex normal" is prescribed or inferred, and the intensity at that vertex is determined by the angle between that normal and a vector pointing to a light source. Each pixel is interpolated separately, producing a simulation of a curved surface. Gouraud shading makes objects appear to have a matte finish, with no specular components. The per polygon and per pixel calculation load is moderate.
Z Buffer - a buffer memory that holds the Z (depth) information per pixel. The Z axis is perpendicular to the X and Y axis of the screen, and in most practical cases inverse range is uded due to the fact that it is linear in screen space (where range is not). Compares in depth between pixels of two polygons can be used to determine occulting relationships, and only draw the nearer polygon for each pixel.
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