GeForce FX 6800Ultra -previews thread

Clashman said:
Notice, however, that the 14k 3Dmark figure for nv40 is actually only in 800x600. I don't know why they even bothered to bench in that resolution.

If it actually is then that's cheating an application specific optimization to maximise the performance of the graphics card
 
gunblade said:
The HSI is for the current gen, NV3x, since the nv4x mid-end and entry level line-up will not be out probably a few month. Danm, the presentation didn't give much detail about the card(clock speed, core, estimated price, availability, etc) and also didn't mention their coming nv4x line-ups at all.

I was getting the impression that NV4x will be using the HSI hence the arguments whether such an implementation will benefit fully of whatever PCI-Express has over AGP. Anyway since it's all native PCI-Express, I guess nobody will have any problems with that.
 
I didn't realize that 800x600 was the base resolution for 3DM2003, (I wouldn't dare subject my GF256 SDR to it's tortures). If that's the base rez, then that sense.
 
Clashman said:
I didn't realize that 800x600 was the base resolution for 3DM2003, (I wouldn't dare subject my GF256 SDR to it's tortures). If that's the base rez, then that sense.
well it's not, 1024x768 is

damn the b3d is getting hammered :LOL:
 
Druga Runda said:
And the conclusion is

It ROCKS!!!!

between 50% to 100% better than Radeon 9800XT!!!

Well it looks as Nvidia delivered as promised this time around...


... uhhh... compared to the R3x0 chips originally launched 18 months ago. Wait and see what it looks like compared to the R420 with which it will actually have to compete.
 
Well, technically the Radeon9800XT wasn't launched 18 months ago. :)

If ATI can manage 16pipes @ 500mhz + 1.2ghz memory and dual shaders per pipe, I think they can take the perf crown. @ 600Mhz and faster memory, it's definate.

I wonder if they've got an answer for 32x0 mode tho, which will be nice for some game engines. :)
 
Bouncing Zabaglione Bros. said:
... uhhh... compared to the R3x0 chips originally launched 18 months ago. Wait and see what it looks like compared to the R420 with which it will actually have to compete.
And if it doesn't? Aren't you a bit indifferent? That's a great improvement, whatever the R420 gives us.
 
DemoCoder said:
Well, technically the Radeon9800XT wasn't launched 18 months ago. :)

If ATI can manage 16pipes @ 500mhz + 1.2ghz memory and dual shaders per pipe, I think they can take the perf crown. @ 600Mhz and faster memory, it's definate.

I wonder if they've got an answer for 32x0 mode tho, which will be nice for some game engines. :)

They had already 2 z/stencil units per pipe on R3xx; why would that change?
 
Must say I really liked the way FiringSquad did the 3dmark03 testing...

Explaining that the drivers weren't approved, and thus only used it to compare between nvidia based cards.

Worm (I could see you as online member), any info as to wether or not the drivers will be approved? (Either for NV40 alone, or for all nvidias cards?)
 
on the hardware analysist page:

"Please register or login. There are 16 registered and 4318 anonymous users currently online. Current bandwidth usage: 2676.49 kbit/s "
 
Some how i have a feeling that ATI doesn't have an answer to the dual shader 16 pipe nvidia design. Remember all that 8 xtreme pipeline talk a while ago from ATI, i have a feeling they had a design that had 2 pixel shaders per pipe, but they caught wind of the nv40 16x1 design, so they must of redid the design so it's 16x1 with R300 style pipes. I have a feeling that ATI will need to hit 500mhz to match nvidias 16x 2 shader pipes with their 16x1 R300 style pipe. This is why i guess the ATI camp has been very quiet, i have a feeling they're in panic mode at the moment.
 
Ailuros said:
DemoCoder said:
Well, technically the Radeon9800XT wasn't launched 18 months ago. :)

If ATI can manage 16pipes @ 500mhz + 1.2ghz memory and dual shaders per pipe, I think they can take the perf crown. @ 600Mhz and faster memory, it's definate.

I wonder if they've got an answer for 32x0 mode tho, which will be nice for some game engines. :)

They had already 2 z/stencil units per pipe on R3xx; why would that change?

But that only mattered for multisampling correct? What about non-MSAA buffers? (e.g. shadow buffer)
 
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