The alpha channel is generally used for transparency, though there are other uses.dan2097 said:RGBA stands for red, green, blue, alpha right?
What does the alpha channel actually do?
The alpha channel is generally used for transparency, though there are other uses.dan2097 said:RGBA stands for red, green, blue, alpha right?
What does the alpha channel actually do?
The characteristics table says:Hellbinder said:8 shader units per pipeline and 16 pipelines...
Hellbinder said:8 shader units per pipeline and 16 pipelines...
Someone tell me how Nvidia gets away with telling one lie after the next and everyone still thinks they are cool?
Do you have any idea how many Transistors it would take to actually make that statement true?
No worries, someone took care of it . Just consider mine 56k friendly 8)g__day said:Ah now I see! The pictures are all saved to a sub directory same name as the article - I have ALL those files about 22KB each * 6 or so piccys - I'll send them to you too!
/done!
So, the GeForce 6800 GPU family, codenamed NV40, today officially entered the distribution stage. Initially it will include two chips, GeForce 6800 Ultra and GeForce 6800, with the same architecture.
These are the key innovations introduced in NVIDIA's novelties:
16-pipeline superscalar architecture with 6 vertex modules, DDR3 support and real 32-bit pipelines
PCI Express x16, AGP 8x support
222 million transistors
400MHz core clock
Chips made by IBM
0.13µm process
40x40mm FCBGA (flip-chip ball grid array) package
ForceWare 60+ series
Supports 256-bit GDDR3 with over 550MHz (1.1GHz DDR) clock rates
NVIDIA CineFX 3.0 supporting Pixel Shader 3.0, Vertex Shader 3.0; real-time Displacement Mapping and Tone Mapping; up to 16 textures/pass, 16-bit and 32-bit FP formats, sRGB textures, DirectX and S3TC compression; 32bpp, 64bpp and 128bpp rendering; lots of new visual effects
NVIDIA HPDR (High-Precision Dynamic-Range) on OpenEXR technology supporting FP filtering, texturing, blending and AA
Intellisample 3.0 for extended 16xAA, improved compression performance; HCT (High-resolution compression), new lossless compression algorithms for colors, textures and Z buffer in all modes, including hi-res high-frequency, fast Z buffer clear
NVIDIA UltraShadow II for 4 times the performance in highly shadowed games (e.g. Doom III) comparing to older GPUs
Extended temperature monitoring and management features
Extended display and video output features, including int. videoprocessor, hardware MPEG decoder, WMV9 accelerator, adaptive deinterlacing, video signal scaling and filtering, int. NTSC/PAL decoder (up to 1024x768), Macrovision copy protection; DVD/HDTV to MPEG2 decoding at up to 1920x1080i; dual int. 400MHz RAMDAC for up to 2048x1536 @ 85Hz; 2 x DVO for external TMDS transmitters and TV decoders; Microsoft Video Mixing Renderer (VMR); VIP 1.1 (video input); NVIDIA nView
NVIDIA Digital Vibrance Control (DVC) 3.0 for color and image clarity management
Supports Windows XP/ME/2000/9X; MacOS, Linux
Supports the latest DirectX 9.0, OpenGL 1.5
nVidia PR said:Extended display and video output features, including int. videoprocessor, hardware MPEG decoder, WMV9 accelerator, adaptive deinterlacing, video signal scaling and filtering, int. NTSC/PAL decoder (up to 1024x768), Macrovision copy protection; DVD/HDTV to MPEG2 decoding at up to 1920x1080i; dual int. 400MHz RAMDAC for up to 2048x1536 @ 85Hz; 2 x DVO for external TMDS transmitters and TV decoders; Microsoft Video Mixing Renderer (VMR); VIP 1.1 (video input); NVIDIA nView
Hellbinder said:Gotta love how they are telling everyone how "R300" from two years ago.. "Cant do that"...
THANK YOU!!!!!Me said:
bloodbob said:I guess they got confused about the time zone because on the digilife post they said exactly 17:00 so I'm guessin 17:00 wherever timezone we are going to see alot of NV40 posts
Extended temperature monitoring and management features
Just don't link direct to that page, or my server will melt.digitalwanderer said:THANK YOU!!!!!Me said:
Guden Oden said:Anyway, they don't say anything about how many vertex shader units there are, or indeed, give any vertex shader performance numbers at all... Maybe the pixel pipes doubles as vertex shaders too? (Ok, ok. Baseless speculation I admit, but why else wouldn't they say anything on the subject??)
16-pipeline superscalar architecture with 6 vertex modules, DDR3 support and real 32-bit pipelines
I just submitted a slashdot story including that linkdigitalwanderer said:Just don't link direct to that page, or my server will melt.