Ja, en daarover staat bij 3DGPU dus een artikeltje. Het hebben van meer dan 32 of 64MB RAM is eigenlijk ook zinloos, en zal vooral door fabrikanten als marketing tool gebruikt worden. Anyway, hier heb je een gedeelte uit het artikel.
A game that started in development a year ago may have been able to get a 16mb card to use, and had a whopping 64mb development machine. With that, they would have targeted NO LEVEL having more than 30mb of textures or so, because that would cause slowdowns with virtual memory disk swapping. Given how long it takes a game to get to market, games like this are what we are seeing now. When the 32mb cards became available (6 months ago), and 128mb was "realistic", some developers would have started upping the texture level. But a game that would actually use up all the memory on a 32mb video card in a 256mb? We won't see that for quite some time.
So what use is more than 32mb of memory? Probably next to none, at least for a while. Like so many other things, it is mostly a way for the sales departments of hardware companies to convince you that you need to get rid of that "wimpy" 32mb Ultra TNT/2 for the fresh new 64mb whatever it is. Like I said in my upgrading article, the trick is really to not waste money in one area while letting another area hold back performance. I would DEFINITELY for the price difference between a 32mb + 64mb video card spend the same money on 64mb more memory for the computer, and get the 32mb card. If you are currently running an Althon 600 system, with 1gb memory for your game system, then go right ahead and pay the $60-80 premium the 64mb cards look like they will carry. But for the real world, that needs to make car payments and buy groceries too (not just computer components) the benefit just won't be there.