Display Cache Window Size

4/5 - (19 votes)
4/5 - (19 votes)

Display Cache Window Size

Option name:

Display Cache Window Size

Possible values of an option:

In a range from [1MB] to [256MB], sometimes there is a variant [Disabled] or [None]

The option description:

Specifies, what volume of system storage to select under needs of the integrated graphic kernel of a chipset. Possible values depend on technology of reservation. For the graphic kernels using UMA, is in most cases admissible to select from 32 to 128 Mb (less often from 16, 8, 4 or, even, from 1 Mb). As the integrated graphic kernel approaches for resource-intensive games a little, it is possible to be restricted to value in [32MB] or [64MB], leaving thus as much as possible random access memory for an operating system and application programs. More modern decisions DVMT reserve in advance storage only for a two-dimensional mode, therefore the option is normally restricted by values in 1 or 8 Mb (occasionally — to 32 Mb). Considering resolution of the modern displays, the reserve of 8 Mb ([8MB]) will be optimal. If the integrated drawing is not used at all, install value [Disabled] (or [None]) at its presence.

The integrated graphic kernels supporting technology UMA (Unified Memory Architecture), reserve at once under the needs a certain memory size which becomes inaccessible to an operating system and application programs without dependence from that, you launch three-dimensional games or not. More progressive decisions DVMT (Dynamic Video Memory Technology) concern system storage much more carefully. On a constant basis it selects only minimum necessary volume, sufficient for operation in a two-dimensional mode (stages of loading and operation in out-of-date operating systems of type MS-DOS). Further memory management incurs the driver of the integrated graphic kernel and selection of additional volume of system storage happens only when it is really necessary (for example, you launched the game using functions of three-dimensional acceleration), and then this storage is again returned to an operating system.

The modern variant of implementation of technology DVMT allows to reserve under needs of a graphic kernel a certain constant volume of system storage — similarly technologies UMA. It guarantees that at the disposal of the driver always there will be the minimum volume of video memory necessary for start of three-dimensional applications. Further necessary under needs of the driver of the integrated drawing storage will be dynamic selected, proceeding from resources available at present. Thus a certain compromise between requests of three-dimensional games and needs of an operating system with application programs is provided.

In some configurations with integrated drawing UMA at setting of different values for the given option and an option similar

Graphics Aperture Size

, Hang and unstable operation of the computer are watched. Solve this problem setting of identical memory size for these options can.

Other options identical to destination:

Frame Buffer Size

Int. Gfx Memory Size Select

Internal Graphic Mode Select

Internal Graphics Mode Select

On-Chip Frame Buffer Size

On-Chip Video Window Size

Onboard VGA Frame Buffer

Onboard Video Memory Size

Share Memory Size

System Share Memory Size

UMA Frame Buffer Size

VGA Share Memory Size

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