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In [[computer architecture]], '''shared graphics memory''' refers to a design where the [[Graphics Card|graphics chip]] does not have its own dedicated memory, and instead shares the main system [[Random access memory|RAM]] with the [[Central processing unit|CPU]] and other components.
This design is used with many integrated graphics solutions to reduce the cost and complexity of the [[motherboard]] design, as no additional memory [[silicon chip|chips]] are required on the board. There is usually some mechanism (via the [[BIOS]] or a [[jumper (computing)|jumper]] setting) to select the amount of system memory to use for graphics, which means that the graphics system can be tailored to only use as much RAM as is actually required, leaving the rest free for applications. A [[Unintended consequence|side effect]] of this is that when some RAM is allocated for graphics, it becomes effectively unavailable for anything else, so an example computer with 512
The disadvantage of this design is lower performance because system RAM usually runs slower than dedicated graphics RAM, and there is more contention as the [[memory bus]] has to be shared with the rest of the system. It may also cause performance issues with the rest of the system if it is not designed with the fact in mind that some RAM will be 'taken away' by graphics.
A similar approach that gave similar results is the boost up of graphics used in some [[Silicon Graphics|SGi]] computers, most notably the [[SGI O2|O2/O2+]]. The memory in these machines is simply one fast pool (2.1
== History ==
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The first IBM PC to use the SMA was the [[IBM PCjr]], released in 1984. [[Video memory]] was shared with the first 128KiB of RAM. The exact size of the video memory could be reconfigured by software to meet the needs of the current program.
An early hybrid system was the Commodore Amiga which could run as a shared memory system, but would load executable code preferentially into non-shared "[[Amiga Chip RAM|fast
== See also ==
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