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NVIDIA GeForce 7800 GTX Performance Preview
June 22, 2005   Brandon Sandman Bell > [View My Other Articles]
Product Info | User Reviews | Article Images(42) | Image Gallery | Comments | Forum Thread
Specifications


NVIDIA CineFX 4.0 Shading Architecture


8 Vertex Shader Units

  • 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
  • Gamma-adjusted rotated- grid antialiasing removes jagged edges for incredible image quality
  • 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.

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