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ATI Radeon HD 5870 Performance Preview
September 22, 2009   Brandon Sandman Bell > [View My Other Articles]
Product Info | User Reviews | Article Images(35) | Image Gallery | Comments | Forum Thread
The specs


If the RV770 GPU inside the Radeon 4850 and Radeon 4870 was ATI’s first TeraScale graphics engine (an obvious nod to the GPU’s distinction as the first desktop graphics card to break the 1 TeraFLOP mark), then RV870’s TeraScale 2 has to be twice as good right? Right. In fact, Radeon 5870 more than doubles the compute power of Radeon 4870 (1.2 TeraFLOPS), boasting up to 2.72 TeraFLOPS:

Radeon 5870 Specifications

TeraScale 2 Unified Processing Architecture

  • 1600 Stream Processing Units
  • 80 Texture Units
  • 128 Z/Stencil ROP Units
  • 32 Color ROP Units

    GDDR5 interface with 153.6 GB/sec of memory bandwidth

    PCI Express 2.1 x16 bus interface

    DirectX 11 support
  • Shader Model 5.0
  • DirectCompute 11
  • Programmable hardware tessellation unit
  • Accelerated multi-threading
  • HDR texture compression
  • Order-independent transparency

    OpenGL 3.2 support

    Image quality enhancement technology
  • Up to 24x multi-sample and super-sample anti-aliasing modes
  • Adaptive anti-aliasing
  • 16x angle independent anisotropic texture filtering
  • 128-bit floating point HDR rendering

    ATI Eyefinity multi-display technology
  • Three independent display controllers drive three displays simultaneously with independent resolutions, refresh rates, color controls, and video overlays
  • Display grouping: Combine multiple displays to behave like a single large display

    ATI Stream acceleration technology
  • OpenCL 1.0 compliant
  • DirectCompute 11
  • Double precision floating point processing support
  • Accelerated video encoding, transcoding, and upscaling

    ATI CrossFireX™ multi-GPU technology
  • Dual, triple, and quad GPU scaling
  • Dual-channel bridge interconnect

    ATI Avivo HD Video & Display technology
  • UVD 2 dedicated video playback accelerator
  • Advanced post-processing and scaling8
  • Dynamic contrast enhancement and color correction
  • Brighter whites processing (blue stretch)
  • Independent video gamma control
  • Dynamic video range control
  • Support for H.264, VC-1, and MPEG-2
  • Dual-stream 1080p playback support
  • DXVA 1.0 & 2.0 support
  • Integrated dual-link DVI output with HDCP (Max resolution: 2560x1600)
  • Integrated DisplayPort output (Max resolution: 2560x1600)
  • Integrated HDMI 1.3 output with Deep Color, xvYCC wide gamut support, and high bit-rate audio (Max resolution: 1920x1200)
  • Integrated VGA output (Max resolution: 2048x1536)

    Integrated HD audio controller
  • Output protected high bit rate 7.1 channel surround sound over HDMI with no additional cables required
  • Supports AC-3, AAC, Dolby TrueHD and DTS Master Audio formats


    Speeds and feeds
  • Engine clock speed: 850 MHz
  • Processing power (single precision): 2.72 TeraFLOPS
  • Processing power (double precision): 544 GigaFLOPS
  • Polygon throughput: 850M polygons/sec
  • Data fetch rate (32-bit): 272 billion fetches/sec
  • Texel fill rate (bilinear filtered): 68 Gigatexels/sec
  • Pixel fill rate: 27.2 Gigapixels/sec
  • Anti-aliased pixel fill rate: 108.8 Gigasamples/sec
  • Memory clock speed: 1.2 GHz
  • Memory data rate: 4.8 Gbps
  • Memory bandwidth: 153.6 GB/sec
  • Maximum board power: 188 Watts
  • Idle board power: 27 Watts

    2.15 billion transistors w/334mm2 die size
    40-nm manufacturing process
    256-bit GDDR5 memory interface
    500 Watt or greater power supply with two 6-pin PCI Express® power connectors
    recommended (600 Watt and four 6-pin connectors for ATI CrossFireX™ technology in
    dual mode)





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    World’s first DX11 GPU

    Besides the Radeon 5870’s 1600 stream processing units, a lot has been made about DirectX 11. Honestly DirectX 11 is more of an evolutionary extension of the concepts introduced in DirectX 10 more than anything else. It isn’t the ground up rewrite that DX10 was.

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    But it does bring with it a number of important new features such as new shader model 5.0 instructions designed to deliver simplified coding, better edge detection for anti-aliasing, and faster shadow filtering and ambient occlusion. DirectX 11 also offers support for multithreading: the DirectX driver, runtime, and game can all run in their own separate threads. But the most talked about additions are probably the new tessellation unit and compute shader.

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    ATI’s offered an integrated tessellation unit since the R600 GPU powering the Radeon 2900 XT, but the DX11 tesellation unit is more flexible than ATI’s. The compute shader is Microsoft’s answer to GPGPU solutions like OpenCL, CUDA, and ATI’s Stream computing initiative. The implications for gamers could be huge; the compute shader could potentially be used by game developers to bring GPU-based physics, ray-tracing, better AI, and more.

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    Microsoft has a ton of information on DirectX 11 which can be found here if you’d like to read up more on the subject. You can also check out ATI’s slides above. Honestly we would’ve liked to have had a dedicated DirectX 11 article up just prior to the arrival of DX11 hardware (similar to what we did with DirectX 10 a few years back), but obviously new CPUs from AMD and Intel launched earlier this month prevented that from happening.


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