Support for Microsoft DirectX 9.0 Vertex Shader 3.0
Displacement mapping
Geometry instancing
Infinite length vertex programs
24 Pixel Shader Units
Support for DirectX 9.0 Pixel Shader 3.0
Full pixel branching support
Support for Multiple Render Targets (MRTs)
Infinite length pixel programs
Next-Generation Texture Engine
Accelerated texture access
Up to 16 textures per rendering pass
Support for 16-bit floating point format and 32-bit floating point format
Support for non-power of two textures
Support for sRGB texture format for gamma textures
DirectX and S3TC texture compression
Full 128-bit studio-quality floating point precision through the entire rendering pipeline with native hardware support for 32bpp, 64bpp, and 128bpp rendering modes
64-Bit Texture Filtering and Blending
Full floating point support throughout entire pipeline
Floating point filtering improves the quality of images in motion
Floating point texturing drives new levels of clarity and image detail
Floating point frame buffer blending gives detail to special effects like motion blur and explosions
430MHz Graphics Core
256MB/256-bit GDDR3 at 600MHz
NVIDIA® Intellisample™ 4.0 Technology
Advanced 16x anisotropic filtering (with up to 128 Taps)
Blistering- fast antialiasing and compression performance
Transparent multisampling and transparent supersampling modes boost antialiasing
quality to new levels
Support for normal map compression
Support for advanced lossless compression algorithms for color, texture, and z-data at even higher resolutions and frame rates
Fast z-clear
NVIDIA® UltraShadow™ II Technology
Designed to enhance the performance of shadow-intensive games
NVIDIA® SLI™ Technology
Patented hardware and software technology allows two GPUs to run in parallel to scale performance
Scales performance on over 60 top PC games and applications
NVIDIA® PureVideo™ Technology
Adaptable programmable video processor
High-definition MPEG-2 and WMV9 hardware acceleration
Spatial-temporal de- interlacing
Inverse 2:2 and 3:2 pull-down (Inverse Telecine)
4-tap horizontal, 5-tap vertical scaling
Overlay color temperature correction
Microsoft® Video Mixing Renderer (VMR) supports multiple video windows with full video quality and features in each window
Integrated HDTV output
Composited Desktop Hardware Engine
Video post-processing
Real Time desktop compositing
Accelerated antialiased text rendering
Pixel shader driven special effects and animation
Advanced Display Functionality
Dual integrated 400MHz RAMDACs for display resolutions up to and including
2048x1536 at 85Hz
Dual DVO ports for interfacing to externa l TMDS transmitters and external TV
encoders
Full NVIDIA® nView® multi-display technology capability
0.11-micron manufacturing process
302 million transistors
Peak power consumption 100W-110W
MSRP $599.99
Notes
As you can see, for GeForce 7800 GTX, NVIDIA has increased the number of pixel and vertex units, up from 16 pixel pipelines in GeForce 6800 Ultra to 24 in GeForce 7800 GTX, and six vertex units in the 6800 Ultra up to eight in GeForce 7800 GTX. Despite this, NVIDIA is adamant that the GeForce 7800 GTX is more than just higher clock speeds and more pipes, with enhancements made to the pixel and vertex units, as well as a new texture engine designed to accelerate texture processing. We’ll go over the changes NVIDIA has implemented on the following pages.
AGP users should note that GeForce 7800 GTX is only being offered in PCI Express form only, at least that’s NVIDIA’s sole offering initially. When asked about the possibility of producing an AGP variant of the GeForce 7800 GTX, NVIDIA emphasized that their HSI bridging technology could be adapted for the 7800 GTX, leaving the door open for an AGP-based 7800 GTX card. NVIDIA’s reference 7800 GTX board also ships with 256MB of memory, but that doesn’t mean an enterprising board partner couldn’t release a 512MB card.
NVIDIA made it clear that the technology could easily scale to 512MB, but at $600 for a 256MB card already, a 512MB 7800 GTX board would be priced well out of reach of most consumers. Considering the lackluster benchmarks we recently saw with a 512MB GeForce 6800 Ultra, board partners may want to wait until more applications are designed to take advantage of the additional memory.
On an entirely unrelated note, the GeForce 7800 GTX features 3Dc support, according to NVIDIA “applications using 3Dc compression format will transparently work on the GeForce 7800 GTX”.
Also, NVIDIA's tech demos are much better this year than last time, both technically and artistically. In fact, they did everything Alan suggested a year ago in this editorial. It's a good side-read if you have time, but a relevant quote:
[A good tech demo] should not be a demo that is left running in the background in a continuous loop like NVIDIA's Dawn. There should be an introduction, middle, and end. People should say 'That was a cool, I want to see that again' as opposed to 'I've seen enough, show me the next demo.' Don't dwell on a particular camera shot to show off the 16-pass shader that took months to code if the scene flows better cinematically with a quick cut -- make the end user want to watch the demo again to get that second glimpse at that effect.