The other way AGP saves RAM is by only storing texture maps once. It does this with a little trickery. This trickery takes the form of a chipset called the Graphics Address Remapping Table (GART). GART takes the portion of the system memory that the AGP borrows to store texture maps for the graphics card and re-addresses it. The new address provided by GART makes the CPU think that the texture map is being stored in the card's framebuffer. GART may be putting bits and pieces of the map all over the system RAM; but when the CPU needs it, as far as it's concerned the texture map is right where it should be.
![]() Photo courtesy Intel Corporation Diagram of the standard architecture of a Pentium III-based system using AGP |
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