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  2. Yamaha V9938 - Wikipedia

    en.wikipedia.org/wiki/Yamaha_V9938

    Video RAM: 4 possible configurations . 16 KB (modes G4 up to G7 will not be available) 64 KB (modes G6 and G7 will not be available) 128 KB: most common configuration; 192 KB, where 64 KB is extended-VRAM (only available as back-buffer for G4 and G5 modes)

  3. Video random-access memory - Wikipedia

    en.wikipedia.org/wiki/Video_random-access_memory

    Many modern GPUs rely on VRAM. In contrast, a GPU that does not use VRAM, and relies instead on system RAM, is said to have a unified memory architecture, or shared graphics memory. System RAM and VRAM have been segregated due to the bandwidth requirements of GPUs, [2] [3] and to achieve lower latency, since VRAM is physically closer to the GPU ...

  4. Enhanced Graphics Adapter - Wikipedia

    en.wikipedia.org/wiki/Enhanced_Graphics_Adapter

    For modes new to the EGA, the video memory begins at address A0000h and occupies 64 KB. The different base addresses for color vs. monochrome modes makes it possible for an EGA to be used simultaneously with a monochrome graphics card in the same computer, or for an EGA in MDA text mode to be used simultaneously with a CGA in the same computer.

  5. Amstrad PC1512 - Wikipedia

    en.wikipedia.org/wiki/Amstrad_PC1512

    The PC1512 shipped with 512 KB of RAM; it could be upgraded to 640 KB of RAM with 16 pieces of 4164-120 Dynamic RAM chips (64KBx1 per chip) and setting a jumper. [14] Video output was compatible with the CGA standard, with an extension allowing all 16 colours to be used in the 640×200 graphics mode.

  6. RAM limit - Wikipedia

    en.wikipedia.org/wiki/RAM_limit

    The Intel 8080 used by these computers was an 8-bit processor, with 16-bit address space, which allowed it access up to 64 KB of memory; .COM executables used with CP/M have a maximum size of 64 KB due to this, as do those used by DOS operating systems for 16-bit microprocessors.

  7. PlayStation technical specifications - Wikipedia

    en.wikipedia.org/wiki/PlayStation_technical...

    2×, with a maximum data throughput of 300 KB/s (double speed), 150 KB/s (normal) [11] 32 KB data buffer [15] XA Mode 2 compliant; Audio CD play [11] CD-DA (CD-Digital Audio) Rated for 70,000 seek operations [16] Two control pads via connectors [11] Expandable with multitap connector [11] Backup flash RAM support. Two removable cards [11]

  8. X68000 - Wikipedia

    en.wikipedia.org/wiki/X68000

    BG tiles on screen: 512 (16×16 tiles in 256×256 layers) to 4096 (8×8 tiles in 512×512 layer) Sprite plane [5] [9] [10] Sprite count: 128 sprites on screen, 32 sprites per scanline, 256 sprite patterns in VRAM (can be multiplied up to 512 sprites on screen with scanline raster interrupt method [11]) Sprite size: 16×16

  9. RDNA 2 - Wikipedia

    en.wikipedia.org/wiki/RDNA_2

    The GPU having access to a large L2 or L3 cache allows it to more quickly access necessary data compared to accessing VRAM or system RAM. The Infinity Cache is made up of two sets of 64 MB cache that can run on its own clock rate independent from the GPU cores.