Go Back

 
 
Frequently Asked Questions
 

XCLAIM 3D and Xclaim VR


  Xclaim™ VR is the 'must have' 5-in-1 graphics and multimedia solution for PCI-based Mac® OS computers. Targeted at the player market, Xclaim™ VR's 3D, 2D, QuickTime™ capture, QuickTime™ acceleration, and Mac2TV video out allow users to experience 3D and multimedia like never before. Xclaim™ 3D is ATI's 3D solution for the creator market, providing awesome 3D acceleration, blazing 2D performance, and accelerated QuickTime™ playback. Content developers, designers and Webmasters who want to add 3D elements to their designs will chose Xclaim™ 3D to experience real-time preview of rendered 3D models and to support high-performance, high-resolution true color graphics.

  Hardware
Q1. What is the difference between Xclaim™ 3D and Xclaim™ VR?

Q2. Do Xclaim™ VR and Xclaim™ 3D work in the Performa or the Power Macintosh® 6400 or 6500 systems?

Q3. What is SGRAM memory?

Q4. Are all versions of the Xclaim™ VR upgradeable to 8MB of SGRAM memory?

Q5. What ports are included on Xclaim™ VR?

Q6. What ports are included on Xclaim™ 3D?

Q7. Are there NuBUS versions of the card?

2D Graphics Support
Q8. What is the maximum resolution of each card?

Q9. What is the maximum true color resolution?

Q10. How does the graphics compare to my onboard graphics?

Software
Q11. What software/utilities are bundled with Xclaim™ VR and Xclaim™ 3D?

QuickTime™ Acceleration
Q12. What version of QuickTime™ is required to take advantage of the QuickTime™ features?

Q13. What types of QuickTime™ movies are accelerated? Will the Xclaim™ VR or Xclaim™ 3D accelerate QuickTime™ Animation or QuickTime™ VR?

Q14. What type of MPEG acceleration does Xclaim™ VR and Xclaim™ 3D provide?

Q15. Why does a Cinepak or MPEG movie scaled with Xclaim™ VR or Xclaim™ 3D look smoother than a movie scaled in software?

QuickDraw 3D
Q16. How is the 3D acceleration accomplished?

Q17. What is the performance of the QuickDraw® 3D acceleration?

Q18. Why do some models or applications look faster then others when running on Xclaim™ VR or Xclaim™ 3D?

Q19. What is texture mapping? Why is it important?

Q20. What are texture filters/modes? Why are they important?

Q21. What are MipMaps?

Q22. What is Z-buffering?

Q23. What is alpha blending or alpha texturing?

Q24. How do I get more information on QuickDraw® 3D and the applications that support QuickDraw® 3D?

XCLAIM™ VR Only
QuickTime™ Capture
Q25. What type of hardware do I need to do video capture?

Q26. What is the maximum size of still capture? What about video capture?

Q27. Does Xclaim™ VR support video compression?

Q28. What color depths are available for still and streaming video capture?

Q29. Can Xclaim™ VR provide live video input, i.e. without capturing to disk?

Q30. Does Xclaim™ VR have an audio input?

Q31. Does Xclaim™ VR accept PAL format of video as an input? What about SECAM?

Q32. Can Video Capture be performed with any other application or only with Xclaim™ Video Player?

Mac2TV
Q33. What is Mac2TV? ImpacTV2?

Q34. What modes are supported on a TV?

Q35. Does Xclaim™ VR support PAL video out for use in a country where PAL is the standard for video?

Q36. How does Xclaim™ VR's Mac2TV compare to the video out offered by Apple® on the Power Macintosh® 8500?

   
Q1: What is the difference between Xclaim™ 3D and Xclaim™ VR?
A1: Xclaim™ VR is the ultimate multimedia upgrade ideal for consumer and entry-level PCI users that want to add 3D and multimedia to their Mac® OS computers. Xclaim™ 3D combines high-resolution true color 2D with comprehensive QuickDraw 3D support ideal for designers, content developers and Web masters who want to add 3D content to their work.
   
Q2: Do Xclaim™ VR and Xclaim™ 3D work in the Performa or the Power Macintosh® 6400 or 6500 systems?
A2: Yes. Xclaim™ VR and Xclaim™ 3D have been designed to fit into any PCI-based computer running Mac® OS, even those limited to 7" cards such as the Performa systems or the Power Macintosh® 6400 or 6500.
   
Q3: What is SGRAM memory?
A3: ATI uses the latest memory technologies to achieve the perfect balance between performance and cost. Xclaim™ VR and Xclaim™ 3D use SGRAM...otherwise known as Synchronous Graphics RAM. SGRAM is a single-ported RAM design dedicated to graphics applications. The chip synchronizes data transfer with a clock, enabling high transfer rates, and it uses a Block Write feature, which is particularly useful for handling video. SGRAM is the memory type of choice for most of the graphics applications because it is cost-effective on a per-bit cost basis, and its wide availability from multiple vendors. SGRAM offers a faster throughput at a lower cost than VRAM.
   
Q4: Are all versions of the Xclaim™ VR upgradeable to 8MB of SGRAM memory?
A4: Not all Xclaim™ VRs can be upgraded to 8MB of SGRAM. Please check the following table to find out if additional memory can be added to your card.
Board Part Number Available Upgrade
XCLAIM™ VR 2MB (Upgradeable) 100-407047 2MB (100-401021)
XCLAIM™ VR 4MB 100-407046 not upgradeable
XCLAIM™ VR 4MB (Upgradeable) 100-409075 4MB (100-401012)
Please note: Because a 4MB Xclaim™ VR provides 32 bit colour at all available 2D resolutions, additional memory will not provide additional resolutions or colour depths. However, adding 4MB of RAM will allow you to open additional 3D windows and store additional 3D textures.
   
Q5: What ports are included on Xclaim™ VR?
A5: Xclaim™ VR includes Composite Video In, S-Video In, Video Out, S-Video Out, and Apple® DB15 monitor connector. Composite Video Out and S-Video Out are enabled using an adapter (included).
   
Q6: What ports are included on Xclaim™ 3D?
A6: Xclaim™ 3D includes both the Apple® 15-pin connector and the VGA 15-pin connector for support of all Apple® and VGA monitors without the need for an adapter. Only one monitor connector may be used at a time.
   
Q7: Are there NuBUS versions of the card?
A7: No, Xclaim™ products are for PCI-based computers running Mac® OS from Apple® Computer, Inc.. 2D Graphics Support
   
Q8: What is the maximum resolution of each card?
A8:
Product Resolution
XCLAIM™ VR 1152x870
XCLAIM™ 3D 1600x1200
   
Q9: What is the maximum true color resolution?
A9:
Product Memory Resolution
XCLAIM™ VR 4MB 1152x870
XCLAIM™ VR 8MB 1152x870
XCLAIM™ 3D 4MB 1152x870
XCLAIM™ 3D 8MB 1600x1200
   
Q10: How does the graphics compare to my onboard graphics?
A10: Xclaim™ VR and Xclaim™ 3D provide 2D, 3D and video acceleration and off load the system CPU from performing the processor intensive calculations required to draw graphics and 3D models on screen. The benefits of 3D acceleration are three-fold: better interactivity/more responsive performance in applications and games, higher frame rates and higher quality graphics. Xclaim™ VR and Xclaim™ 3D provide up to six times the 3D performance of a Power Macintosh® 9500/120 running QuickDraw 3D in software. This kind of performance should be realized on any PCI-based Mac® OS computer as it is dependent on the performance of the ATI 3D RAGE II or 3D RAGE PRO engine. However, 2D acceleration is more dependent on the software application being used. Some applications use QuickDraw acceleration routines very effectively, while others seem to benefit very little from 2D acceleration. For example, users of Adobe PhotoShop v3.0 can experience 3X performance increase in scrolling compared to on-board graphics. Adobe Illustrator on the other hand does not yield the same results. Generally, the more CPU intensive the application (MIDI is a good example), the greater the 2D performance delta between Xclaim™ VR or Xclaim™ 3D and Onboard graphics. Software
   
Q11: What software/utilities are bundled with Xclaim™ VR and Xclaim™ 3D?
A11: ATI Displays ATI Displays 2.0 is included with both Xclaim™ VR and Xclaim™ 3D. ATI Displays is used to get information about the installed card(s) as well as configure the special features of the card(s) installed in the system. For more details see the description of ATI Displays. Xclaim™ Video Player (XCLAIM™ VR only) Xclaim™ VR also includes Xclaim™ Video Player (XVP), ATI's video capture utility. XVP includes support for composite and S-video sources, QuickTime™ movie capture, post compression, still capture (PICT format), drag and drop, zoom, and pan. Xclaim™ Video Player is also the interface for Xclaim™ TV. QuickTime™ Acceleration
   
Q12: What version of QuickTime™ is required to take advantage of the QuickTime™ features?
A12: QuickTime™ 2.5 (or later) is required to take advantage of the QuickTime™ acceleration capabilities of Xclaim™ VR or Xclaim™ 3D
   
Q13: What types of QuickTime™ movies are accelerated? Will the Xclaim™ VR or Xclaim™ 3D accelerate QuickTime™ Animation or QuickTime™ VR?
A13: Xclaim™ VR and Xclaim™ 3D accelerate the playback of Cinepak (the major format on Mac® OS computers) and Indeo (from Intel) compressed QuickTime™ movies. Accelerated MPEG playback is available as part of the Version 2.1 software release of Xclaim™ VR. The QuickTime™ API currently only supports acceleration of the Movie and MPEG tracks or media types. QuickTime™ animation tracks and QuickTime™ VR do not benefit from the scaling capabilities of Xclaim™ VR and Xclaim™ 3D.
   
Q14: What type of MPEG acceleration does Xclaim™ VR and Xclaim™ 3D provide?
A14: There are numerous strategies for playing an MPEG movie often more commonly referred to as decoding an MPEG movie. One strategy is to use dedicated MPEG decoding hardware to decode an MPEG movie. A second strategy is to use software decoding which requires no specialized hardware as the main CPU performs the decoding of the movie. Another strategy to decode an MPEG movie is to use a combination of hardware and software referred to as hardware-assisted software decode.

It is easy to understand the type of acceleration by looking at the steps involved in decoding an MPEG movie and what component of the computer performs the function under each approach.
Step in MPEG decode process Hardware Decode Software Decode Hardware-assisted Software Decode
Decode from File MPEG Hardware Software Decode Software Decode
Color Space conversion MPEG Hardware Software Decode Video Accelerator
Scaling MPEG Hardware/CPU Software Decode Video Accelerator
Display Display Hardware Display Hardware Display Hardware

Xclaim™ VR and Xclaim™ 3D accelerate the playback of MPEG movies using the hardware-assisted software decode strategy. The ATI 3D RAGE PRO or 3D RAGE II graphics chip that powers Xclaim™ VR and Xclaim™ 3D has integrated Video acceleration and Display functionality. Consequently Xclaim™ VR and Xclaim™ 3D perform the color space conversion, scaling, and display of the MPEG movie leaving the CPU to perform only the decoding of the movie from the file to memory.

In the case of a software only solution (which is what Apple® is providing with the MPEG additions to QuickTime™), the CPU must perform both the decoding of the movie from the file as well as color space conversion and scaling operations. The CPU can keep up with decoding the movie from a file but has problems keeping up with decoding the movie when it also has to perform any color space conversion and scaling operations.

Note that Xclaim™ VR and Xclaim™ 3D do not accelerate the decoding of the MPEG movie from file to memory. Dedicated MPEG hardware is required to accelerate the decoding from file. In this scenario, the additional hardware adds to the size of a graphics card or requires a separate MPEG card. In either case you are adding unnecessary cost to a system. Due to the increased speed and performance of CPUs such as the PowerPC CPUs currently used in computers running Mac® OS and graphics cards such as Xclaim™ VR and Xclaim™ 3D, MPEG movies can be played at full screen and full frame rate without any additional MPEG hardware.

However, an important piece of information with regards to the hardware-assisted acceleration strategy used by Xclaim™ VR and Xclaim™ 3D is that if the CPU can only decode the movie at 15 fps from file even though the movie was encoded at 24fps, Xclaim™ VR and Xclaim™ 3D will not make the movie playback at 24fps. In this scenario, either the CPU is busy with other operations or the CPU is not fast enough to decode the movie at full frame rate. Xclaim™ VR and Xclaim™ 3D allow you to scale an MPEG movie full screen without a drop in frame rate as well as improved movie quality when scaled. For example, if the movie can only be decoded by the CPU at 15fps, if you scale the movie to full screen while running at a screen resolution such as 1024x768 for example, the frame generally drops to approximately 5-7 fps with software. With Xclaim™ VR and Xclaim™ 3D the frame rate remains at 15fps even though the movie has been scaled.
   
Q15: Why does a Cinepak or MPEG movie scaled with Xclaim™ VR or Xclaim™ 3D look smoother than a movie scaled in software?
A15: When a Cinepak or MPEG movie is scaled to full screen using Xclaim™ VR or Xclaim™ 3D one of the benefits is superior quality of the movie compared to the quality of the movie when scaled in software. To help with the explanation of why movies look superior when scaled with Xclaim™ VR and Xclaim™ 3D, it is important to describe what happens when a 320x240 QuickTime™ movie is scaled to full screen with the display set to 1024x768 as an example. A QuickTime™ movie of size 320x240 has 76800 pixels. The screen or the movie scaled to full screen of 1024x768 = 786432 pixels. Therefore when scaling a 320x240 movie to full screen, there is approximately 10 times the data. This works out to an additional 704 pixels (1024-320) on each line and an additional 528 lines of video (768-240). The extra data is generated using different approaches from the data that exists in the 320x240 movie. The approach that QuickTime™ uses is a combination of pixel doubling in the horizontal direction or x-axis and line doubling in the vertical direction (y-axis). Since QuickTime™ only performs pixel and line doubling the image is blocky or is often described as having the "jaggies". QuickTime™ MPEG also has two quality modes that relate to the scaling of MPEG movies. The default mode uses blacklining which shows every other line and thus reduces the amount of data that needs to be displayed on screen. While blacklining does improve the frame rate of the movie when scaled compared to displaying all the lines of video, there is still a drop in frame rate as compared to playing a movie at normal size. The high quality mode displays all the lines which improves the quality of the movie but doubles the amount of data and thus lowers the frame rate (The Authoring and Goodies MoviePlayer plug-ins need to be installed to access the high quality mode setting). Xclaim™ VR and Xclaim™ 3D perform two enhancements which result in Cinepak and MPEG playback that is smoother and does not have the jaggies. Chroma interpolation involves the averaging of chroma to fill in the color of the extra pixels. Pixel blending smooths out the pixels using the luma in both the horizontal and vertical direction. Scaling a movie using chroma interpolation and pixel blending gives the best quality movie but requires the most horsepower and thus is not feasible with software only MPEG playback without an unacceptable loss of frame rate. The 3D RAGE chip that powers Xclaim™ VR and Xclaim™ 3D has the horsepower to scale a movie using chroma interpolation and pixel blending in both the X- and Y- axis without any loss of frame rate. QuickDraw 3D
   
Q16: How is the 3D acceleration accomplished?
A16: QuickDraw 3D acceleration is accomplished through the QuickDraw 3D RAVE API (Application Programmers Interface). QuickDraw 3D RAVE is Apple®'s API for Hardware acceleration. QuickDraw 3D RAVE is included with QuickDraw 3D 1.0.6 or later and is installed in the extensions folder. Any application that properly supports QuickDraw 3D or QuickDraw 3D RAVE is accelerated by Xclaim™ VR or Xclaim™ 3D. Both Xclaim™ VR and Xclaim™ 3D include ATI's QuickDraw 3D RAVE driver, ATI 3D Accelerator, which is installed in the extensions folder.
   
Q17: What is the performance of the QuickDraw 3D acceleration?
A17: The performance of QuickDraw 3D is up to 6X the performance of a Power Macintosh® 9500 running with software only. This performance should be realized on any PCI-based Mac® OS computer using Xclaim™ VR or Xclaim™ 3D as the performance is a function of the ATI 3D RAGE II & 3D RAGE PRO engine.
   
Q18: Why do some models or applications look faster then others when running on Xclaim™ VR or Xclaim™ 3D?
A18: QuickDraw 3D performance is due to a number of factors. The factors determining why models are accelerated to different degrees are different from the factors that determine an applications performance. The degree to which a model is accelerated depends on how complex the model. In particular, the number of triangles that make up the model and the size of the triangles are the main factors in performance. A model that is composed of many small triangles performs slower than an object composed of a few large triangles. Applications advertising support of QuickDraw 3D differ in the degree of QuickDraw 3D implementation. On one end of the spectrum, an application may only implement support for the QuickDraw 3D file format and use its own internal geometry and rendering. In this case the application does not have access to QuickDraw 3D acceleration. On the other end, an application may fully use QuickDraw 3D's core architecture. By doing so, all of the application's modeling, shading, and rendering are done through QuickDraw 3D and accelerated rendering is accessible. Applications can also be written to directly use QuickDraw 3D RAVE, the acceleration layer of QuickDraw 3D and thus are accelerated by hardware. 3D creation/modeling applications will generally use the QuickDraw 3D interfaces, while 3D games and other 3D applications that require maximum rendering speeds use the QuickDraw 3D RAVE API.
   
Q19: What is texture mapping? Why is it important?
A19:

Texture mapping is the process of taking a picture or bitmap and wrapping it around an object. Texture mapping is used to add realism to 3D generated scenes used in games and models. For example, instead of shading an object brown to represent the color of a log, a picture of bark can be applied to the log to give a very realistic representation.

diagram1

Q20: What are texture filters/modes? Why are they important?
A20:
Texture filters are the functions used to remove aliasing artifacts such as sparkles or blockiness through interpolation of stored texture images. They are important because they improve the quality of the graphics. For example, filtering will remove the blockiness that is associated with viewing a wall close up in a game such as Doom or Descent II. There are two common texture filters used in 3D graphics.
  • Pick Nearest (or Point Sampling) - One texel (texture map pixel as opposed to screen pixel) is read (i.e. picked) from the texture map to determine the pixel color to display on screen. This results in an aliased image especially when the texture is enlarged.
  • Bi-linear filtering (Sampling) - Four texels are blended (bi-linear interpolation) from the texture map to get one pixel color to display on screen. This prevents the pixellation of textures or the aliased look especially when the texture is enlarged.
Notice how the number of texels differs between the different modes or filters. The more texels used to determine the pixel, the higher the quality and the lower the speed. The benefit of 3D hardware that supports textures and texture filters is that it offloads from the CPU the calculations involved in blending texels when bi-linear filtering is enabled.

diagram2
   
Q21: What are MipMaps?
A21: "Multum In Parvum" (Latin) means "Many in one". One way to improve the quality of the textures, yet maintain speed, is to filter ahead of time and store the original texture as well as several smaller filtered copies. This technique is called mipmapping. The base map and stored versions collectively are referred to as a mipmap. Filtering the texture map ahead of time reduces the need to filter the texture in real-time when the object moves into the distance or as the object gets smaller. In the case of the object getting smaller or moving into the distance, the hardware determines the level of detail (i.e. which version of the texture to use) and then maps the texture to the object. When using mipmapping the whole mipmap is loaded into video memory which requires 30% more memory than loading one copy and filtering.

diagram3
   
Q22: What is Z-buffering?
A22: A Z-buffer stores depth information for every pixel in an image from the camera's position. A Z-buffer renderer uses depth information to determine which objects will be visible on a per-pixel basis. In an image, several objects might cover the same pixel with the depth of each object determining the color of a particular pixel. The benefit of having Z-buffer support in hardware is that the graphics engine does the calculations that determine the color of the pixel as opposed to having a software driver do the calculations which uses CPU cycles and reduces performance.
   
Q23: What is alpha blending or alpha texturing?
A23: A computer image normally has red, green, and blue values for each pixel. The image can also have an alpha value for each pixel. If an image has an alpha value for each pixel, it is said to have an alpha channel. The alpha value specifies the transparency for the pixel. Normally, alpha channels are 8 bits, and 255 is opaque while 0 is completely transparent. Alpha blending is the process of combining two pictures using the alpha values to produce a transparent effect. Transparency, in a similar manner to texturing, adds to the realism of the model or scene. The astronaut shown below is an example of the use of alpha blending to produce transparency on the visor of an astronaut. The face and visor of the helmet are blended based on the alpha values of each pixel that make up the visor and face allowing the face to be seen behind the visor. Support of alpha blending in the 3D RAGE II & 3D RAGE PRO graphics accelerator in Xclaim™ VR and Xclaim™ 3D allows for transparency which cannot be accomplished with the interactive renderer included with QuickDraw 3D.

diagram4
   
Q24: How do I get more information on QuickDraw 3D and the applications that support QuickDraw 3D?
A24: The QuickDraw 3D web site includes a comprehensive list of information on QuickDraw 3D including FAQs, applications supported, sample programs, and models. Xclaim™ VR Only QuickTime™ Capture
   
Q25: What type of hardware do I need to do video capture?
A25: Any PCI-based Mac® OS computer with free hard disk space for temporary storage of the raw movie prior to software post-compression process. When capturing video one of the main bottlenecks to video capture/playback is the data rate of your system, especially the hard disk drive. For video capture, you need a high-speed hard drive with lots of available hard disk space. Your drive needs to write approximately 5 MB per-second to capture video at 320x240 at 30 frames per second. Slower drives will result in less than 30fps video capture.
   
Q26: What is the maximum size of still capture? What about video capture?
A26: The maximum size of a still is 320x240. The maximum size and frame rate of video capture is 320x240@30fps. The frame rate will vary depending on the capabilities and configuration of the system used to capture the video.
   
Q27: Does Xclaim™ VR support video compression?
A27: Xclaim™ VR does not include real-time hardware video compression such as M-JPEG compression. Xclaim™ Video Player, ATI's capture application, includes support for software post-compression using standard QuickTime™ codecs (compressor/decompressor) therefore reducing the space required to store a captured movie.
   
Q28: What color depths are available for still and streaming video capture?
A28: Xclaim™ VR captures movies in the YUV 4:2:2 color space. The YUV color space is used in broadcast (i.e. TV, film) whereas the RGB color space is used in computers. The Y or luminance (intensity) is sent separately from color information (U and V). The 4:2:2 refers to the fact that for every two samples of Y, there is one sample each of U and V. YUV 4:2:2 is equivalent to millions of colors in the color depth selector on your Macintosh®.
   
Q29: Can Xclaim™ VR provide live video input, i.e. without capturing to disk?
A29: Yes. Xclaim™ Video Player provides real-time live video input from a composite or s-video source as well as from Xclaim™ TV in either a resizeable window (any arbitrary size) or full screen.
   
Q30: Does Xclaim™ VR have an audio input?
A30: Audio is connected to and captured by the motherboard audio subsystem. Due to the improvements in QuickTime™ and the overall faster speeds of systems, the previous problem of audio synchronization is not as big a problem as with previous Macintosh® computers.
   
Q31: Does Xclaim™ VR accept PAL format of video as an input? What about SECAM?
A31: Version 2.1 of Xclaim™ VR software includes support for PAL format video input. SECAM is not supported by Xclaim™ VR.
   
Q32: Can Video Capture be performed with any other application or only with Xclaim™ Video Player?
A32: The ATI Video Digitizer conforms to QuickTime™'s standard video digitizer (vdig) API. This means that any software using Apple®'s "Video Settings" dialog can use Xclaim™ VR's video digitizer to preview/capture video input. In the Video Settings dialog, choose "Source" from the pop-up menu, and in the "Digitizer" popup, choose "ATI Video Digitizer".

diagram5
   
  Mac2TV
Q33: What is Mac2TV? ImpacTV2?
A33: Xclaim™ VR includes Mac2TV video out functionality based on ATI's ImpacTV video out controller. ImpacTV is a highly integrated TV-out chip that produces crisp, flicker-free graphics for a big-screen experience on a Mac® OS computer. Anything that can be displayed on a TV - QuickTime™ movies, self-running demos, presentations, animated 3D models - can be recorded to video tape. High quality images are achieved through advanced, on-chip circuitry for scaling, flicker removal, and artifact suppression. These techniques overcome quality problems like image flicker, illegible text, and low-definition graphics which make current TV encoders unusable. Using the AMC (ATI Media Connector) port, ImpacTV2 interfaces to ATI's 3D RAGE PRO graphics accelerator. ImpacTV2 supports TV output in either NTSC or PAL formats using composite, S-Video or SCART connector standards. For maximum compatibility, ImpacTV2 incorporates programmable timing, allowing it to generate TV signals from graphics display modes ranging from 512x384 up to 832x624. This provides full support of common Mac® OS modes and modes required by games. Easy-to-use utilities included in the ATI Displays control panel v.2.0 provide users with a simple mechanism for sizing and positioning the TV image, setting contrast and color saturation levels, and controlling filter settings.
   
Q34: What modes are supported on a TV?
A34:
When Xclaim™ VR's Mac2TV feature is enabled there are 4 supported resolutions available. They are:
  • 512x384
  • 640x480
  • 800x600
  • 832x624
Q35: Does Xclaim™ VR support PAL video out for use in a country where PAL is the standard for video?
A35: There are different versions of Xclaim™ VR corresponding to whether the default video standard is NTSC or PAL but all versions support both video formats.
   
Q36: How does Xclaim™ VR's Mac2TV compare to the video out offered by Apple® on the Power Macintosh® 8500?
A36: The MAC2TV video out functionality of Xclaim™ VR is in many ways superior to the video out offered on a Power Macintosh® 8500. While both offer flicker free output, only Xclaim™ VR allows for precision control over the TV display such as TV image sizing and positioning, brightness, contrast, and color controls.
 
 
ATI CrossFireX™ - Ultimate Multi-GPU Gaming Technology

ATI Radeon™ HD 3870 X2

 
Radeon X1800 Radeon X1600 Radeon X1300



©2009 Advanced Micro Devices, Inc.  |  Contact AMD  |  Careers  |  RSS Feeds  |  Terms and Conditions  |  Privacy  |  Trademark information  |  Site Map