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On June 22, 2005 NVIDIA launched the GeForce 7800 GTX,
the most
powerful graphics card available on the market today.
While last year's 6800 launch brought revolutionary change to
graphics processing, this years new breed brings less in the ways of
technology changes and more in the ways of enhancing and fine tuning
the advances that they introduced last year. Hard Numbers
Taking a quick peek at the numbers
reveals that NVIDIA didn't change very much in their specifications,
but obviously the changes that
were made have had a significant impact on the performance of their
new line of cards. The main changes that you will notice are that
the Vertex pipelines have been bumped up from 6 on the previous generation of NVIDIA cards to
8 on the current model. This becomes important when you realize that
it's the Vertex engine and pipelines that feed the processed
geometry to the Pixel engine.
Pixel Pipelines have been increased
from 16 on the 6800 Ultra, to 24 on the 7800 GTX, allowing more
pixels to be shaded, textured, blended, etc. and then output at the
same time. The increased number of Pixel Pipelines also allows
pixels to remain in the pipeline longer for more complicated
upcoming texturing techniques without compromising the speed at
which the gameplay is currently being rendered.
|
 |
GeForce 6800 Ultra |
Factory Spec 7800GT |
Factory Spec 7800 GTX |
XFX GeForce 7800 GTX
(PV-T70F-UND7) |
XFX GeForce 7800 GTX Overclocked
(PV-T70F-UNF7) |
|
Transistors |
222 million |
302 million |
302 million |
302 million |
302 million |
|
Pixel Pipelines |
16 |
20 |
24 |
24 |
24 |
|
Vertex Pipelines |
6 |
8 |
8 |
8 |
8 |
|
Manufacturing Process |
0.11 micron |
0.11 micron |
0.11 micron |
0.11 micron |
0.11 micron |
|
Core Clock Speed |
400 MHz |
400 MHz |
430 MHz |
450 MHz |
490 MHz |
|
Memory Clock Speed |
525 MHz |
500 MHz |
600 MHz |
625 MHz |
650 MHz |
|
Memory Interface |
256-bit |
256-bit |
256-bit |
256-bit |
256-bit |
|
Memory Type |
GDDR3 / DDR |
DDR3 |
DDR3 |
DDR3 |
DDR3 |
NVIDIA launched the GT version of the
7800 card on August 11th, 2005 at Quakecon. The GT is a little less
potent than the GTX version, but still reigns above it's competition
in frame rates and technology. The 7800 GT has slightly reduced
clock speeds and numbers of Pixel pipelines, but still includes
Shader Model 3 technology, HDR lighting, is SLI mode capable, and is
all wrapped up in a single slot solution.

The Cost of Speed
With price points of $449 for the
7800 GT, and $599 for the full blown 7800 GTX, the casual gamer may
decide to wait a while to upgrade to this new series, but for the
hardcore gamer, there is no need to wait at all. History has taught
us that, although video card companies release new technology video
cards, this does not mean that you can get them.

Many, if not all, of the past
releases have left gamers wandering the aisles of their local PC
hardware stores disappointed in the fact that, although they had the
cash, and the desire... there was no product to be found. In some
cases it took months for the cards to become available, and even
then, in very limited numbers. NVIDIA made sure that this was not
the case with the 7800 launch. By the time the ads started appearing
in magazines and the buzz hit the web, PC stores and online e-tailers
were already stocked with the high-powered green goodness that is
the NVIDIA 7800 GTX.
The Power of 3
NVIDIA has decided to help market the
7800 Series GPU's with a campaign entitled "The Power of 3". What is
"The Power of 3"? Good question! The 3 items being referred to are
the 3 technologies that aren't readily available through any
competitors cards.
- Shader Model 3.0
- High Dynamic-Range
- Scalable Link
Interface
Let's examine these closer:
Shader Model 3.0
Shader Model 3.0 (or SM 3.0 as it's
commonly known), is the latest generation of pixel shading
technology introduced through DirectX 9.0. SM 3.0 adds several
features and enhances some which were found in the previous
generation. Most notably is the increase in Shader length
instructions which has been increased from 256 in SM 2.0 to 65,535
in SM 3.0.
Much has been written about the value if increasing the shader instruction length
vs. simply increasing the amount of passes
needed to complete an operation, but in the end it would seem that
each video chip manufacturer will eventually be upgrading to the SM
3.0, NVIDIA just happened to be the one to do it first. Both the
XBOX 360 and the PlayStation 3 are slated to use SM 3.0 in their
graphics platform.
Table from Microsoft's website
detailing the changes between Shader Model 2.0 and Shader Model 3.0:
|
Shader
length |
96 |
65535+ |
Allows
more complex shading, lighting, and procedural materials |
|
Dynamic
branching |
No |
Yes |
Saves
performance by skipping complex shading on irrelevant pixels |
|
Shader
anti-aliasing |
Not
supported |
Built-in
derivative instructions |
Developers
can calculate the screen space derivatives of any function,
allowing them to adjust shading frequencies or over-sampling
to eliminate artifacts |
|
Back-face register |
No |
Yes |
Allows
two-sided lighting in a single pass |
|
Interpolated color format |
8-bit
integer minimum |
32-bit
floating point minimum |
Higher
range and precision color allows high-dynamic range lighting
at the vertex level |
|
Multiple render targets |
Optional |
4 required |
Allows
advanced lighting algorithms to save filtering and vertex
work – thus more lights for minimal cost |
|
Fog and
specular |
8-bit
fixed function minimum |
Custom
fp16-fp32 shader program |
Shader
Model 3.0 gives developers full and precise control over
specular and fog computations, previously fixed-function |
|
Texture
coordinate count |
8 |
10 |
More
per-pixel inputs allows more realistic rendering, especially
for skin |
High Dynamic-Range
High Dynamic-Range (HDR) lighting is
a new technology which helps to blur the lines between reality and
rendering. HDR Lighting takes into consideration the light balance
of all areas of th e
render and appropriately applies lighting brightness to objects
based on their real-time counterparts. For example, the moon would
look much brighter if you were walking through the woods than if
you were in the middle of a city due to the lack of other lighted
objects diluting the brightness.
In another example, if you were
walking out of a darkened room and into the sunlight, everything
would appear much brighter than it really is. Only as your eyes
adjusted to the glare, would the details of your surrounding come
back into focus. Game designers now have the tools to re-create this
sensation. Games currently taking advantage of this technology are:
Far Cry, Splinter Cell: Chaos Theory, the Painkiller Expansion pack,
and the forthcoming Half Life 2: The Lost Coast single level
add-on. As newer games are released to the market, it is a sure bet
that they will do their best to incorporate this incredible new
technology as well.
SLI
- Scalable Link Interface
SLI has been discussed, at length, by
just about every tech website online. NVIDIA's new implementation of
SLI (Scalable Link Interface this time around), is a revolutionary
approach to combining multiple GPUs in a single system to scale
performance. NVIDIA® SLI™ multi-GPU technology takes advantage of
the increased bandwidth of the PCI Express™ bus architecture, and
features intelligent hardware and software solutions that allow
multiple GPUs to efficiently work together to deliver high
performance graphics display on one monitor. For more on SLI
technology, please see our ASI Technical Newsletter from October,
2004
here .
Recent SLI information updates
from NVIDIA
- SLI can enable multi-GPU rendering
on all applications
- NVIDIA SLI supports the following
modes: SFR (with dynamic load balancing), AFR (Alternate Frame
Rendering), AFR2 (modified version of AFR), SLI16x (16x AA), and
SLI8x (8x AA)
- Driver updates being released
shortly by NVIDIA will remove constraints that currently limit SLI
customers to using identical graphics cards
- SLI support on all games out of
the box. Optimized game settings developed by NVIDIA testing labs
for over 100 games means enhanced gameplay with SLI cards, mostly
based on AFR technology for the best scaling performance
Benchmarks

NVIDIA and their launch partner XFX
were good enough to supply us with a retail boxed GeForce 7800 GTX
(model number PV-T70F-UNF7) (ASI SKU# 38219) for testing
purposes.
With the performance levels that
we've seen, it's almost scary that XFX also has a higher version of
this card available. The XFX GeForce 7800 GTX (model number
PV-T70F-UND7) (ASI SKU# 38978), is overclocked to 490MHz on
the engine side and 1.3GHz on the memory side. We're not sure what
game would be able to take full advantage of this kind of power and
speed... but we'd be lying if we didn't say we'd like to find out.
In the noise department, or I should
say "lack of noise department", the XFX GeForce 7800 GTX is highly
impressive. This unit is probably the quietest high-end video card
that I've tested in the past several years. Sitting on my Intel
D945PVS motherboard during testing, I was hard pressed to hear the
fan on the video card at all. The stock Intel CPU fan was actually
louder than the video card cooling unit.
While running the benchmark tests, we
tend to ignore manufacturers guidelines as to what settings to use
and what items to tweak in the control panel, or in the applications
themselves. There are so many different variables which run between
the NVIDIA and the ATI based cards that it's very hard to be fair
when tweaking different settings. We use the baseline driver
defaults and the baseline testing application defaults in order to
achieve the fairest scores possible.
Now on to the numbers: In addition to the XFX GeForce 7800
GTX and the ATI AX850XT Platinum, our testing setup consisted of the
following:
|
Hardware |
Software |
Motherboard:
Intel D945PVS
CPU: Intel 3.4GHz. LGA775 800MHz.
Memory: 2x 1GB NSPIRE DDRII 533MHz. PC4200
HDD: Western Digital Raptor SATA 74.3GB
Optical: SONY CRX320E Combo Drive
O/S: Microsoft Windows XP Professional SP2 w/all
updates loaded |
Futuremark 3DMark '05
SPECViewperf 8
Doom 3
FarCry w/1.32 Patch
(Patch 1.33 for FarCry was released 8/11, too late to be
included in this testing) |
3DMark '05
The de-facto standard for
benchmarking is Futuremark's 3DMark program. In addition to giving
us something new and cool to show off every year at our ASI
Technology Expo, it also tortures the latest and greatest video
cards into submission. When you watch as a $400+ video card attempts
to render a scene and is brought down to 2-3 FPS, you know that
there is some serious number crunching going on. Futuremark always
delivers the goods when it comes to benchmarking.


A slight performance lead for the
7800 GTX card is seen, which you'd expect since the technology is
newer than what is currently available from ATI.
SPECViewperf 8
More of a "real world" test designed
by the Standard Performance Evaluation Corporation (SPEC). This
software was designed to establish, maintain, and endorse a
standardized set of relevant benchmarks to test the newest
generation of computer hardware.

Results from the SPECViewperf test
are split down the middle, with the ATI card leading by a good
margin in a few areas.
Doom 3
When it was released, Doom 3 had
people running, not walking, to their local PC shops to purchase new
video hardware. When it came to video requirements, with this game
only the strong survived.

Although close at lower resolutions,
you can clearly see that, as screen size increased, so did NVIDIA's
performance lead in this groundbreaking title.
FarCry w/1.32 Patch
FarCry is a very graphically stunning
game. The textures and shading throughout the game are incredible,
and with the SM 3.0 enhancements it can be pretty demanding on your
hardware as well.

ATI clearly came out the winner in
the FarCry benchmark test which came as sort of a surprise. Two
factors which come to mind in the results would be that a.) the game
may have been optimized for ATI hardware. or b.) NVIDIA's use of the
SM 3.0 enhancement may be slightly hindering their pure performance
numbers. Considering that the human eye doesn't really notice
changes which are above 30 FPS, I think 60+ FPS with better quality
graphics still works out just fine.
CryTek released FarCry patch version
1.33 on 8/11 which was too late to release for this article. I'd be
surprised if there weren't changes in the patch which would better
represent the cards on a more level playing field. |