7800GT pics and specs!

Discussion in '3D Hardware, Software & Output Devices' started by DevilsRejection, Aug 9, 2005.

  1. BrynS

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    I wonder how common that will be?

    The X850 XT Crossfire holds up fairly well with 7800GTX SLI, although upcoming games/engines (FEAR) will likely reduce performance more with the XT than GTX in multi-gpu.
     
  2. Psikotiko

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  3. BrynS

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    There's no detail yet, but Unwinder says here that the unlocking claims/results above are false. EDIT: He's modified his position to "sort of." :)
     
    #23 BrynS, Aug 11, 2005
    Last edited by a moderator: Aug 11, 2005
  4. Rys

    Rys Graphics @ AMD
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    Indeed. bigz had a go in his article with no success and I can't make it work either, at least with the current version of RivaTuner.
     
  5. BrynS

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    Yeah, the guys at Digit-Life are saying the ps/vs unit allocations are hardcoded at assembly stage:
    Perhaps the HKEPC article "simulated" 7800GT @ 24ps/8vs by downclocking a GTX?
     
  6. Geo

    Geo Mostly Harmless
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    Well, to bang my drum some more, all that would also argue against any "hidden" quads. If they can now hard lock them, but they *still* appear in RivaTuner as is apparently the case in GT. If they had the ability to just hide those quads/VS (which Wavey's theory would require), there would be no need to lock them while keeping them visible.

    Tho I still think it possible there is some redundancy going on at a level deeper in the chip that might explain the apparently "missing" transistors. "Possible".
     
  7. Rys

    Rys Graphics @ AMD
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    Well, there's still space in the bitfield for _something_. Who knows? Bob!!!! :lol:

    I get the feeling the HKEPC benchmarks are fairy poop, too.....
     
  8. Geo

    Geo Mostly Harmless
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    I think of the patent Demirug dug up, and wonder if maybe they've got quints rather than quads. :) That would be 6 rather than 8 additional pipes, and possibly a bit of a savings on whatever control logic there is at the "quint" level to route to individual pipes --tho that would be marginal as it would also require some additional logic at the quad level to route around the redundancy.

    I suppose it might come down to how large the average "bad spot" on a die is. The above would still help quite a bit on yields (I'd think), but would obviously not give you the opportunity to hoard your tiny number of perfects for a later sku.
     
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