- Most advanced graphics chip ever designed, featuring 30 million transistors, in an .18 micron technology, giving it a higher transistor count than CPUs such as the Pentium III and Athlon.
- First chip to support up to 128MB of double-data rate (DDR) memory at 200MHz
- First graphics chip to break through the Gigatexel barrier with an awesome 1.5 Gigatexel per second rendering engine.
A few notes I took while attending the launch party down here in New Orleans for you guys:
- OEM shipping in June, retail shipping this summer
- The 1.5 gigatexel number is achieved through "HyperZ" Z-buffer compression technology. The actual physical throughput is 1.2 gigatexels, but the compression squeezes a bit more performance equivalent to 1.5.
- 200mhz core speed.
Lastly, you guys wanna see some previews of the card right? Here are a few for you to look at. iXBT, HotHardware, SharkyExtreme , and FiringSquad. Oh yeah, and I actually got a hold of a benchmark of the card, on a 866mhz P3 box running at 1280x1024 in Quake3, it cranked out about 56fps. That is on drivers several months away from release. We can expect 'substantial' increaes in performance I've been told.
- 25 million transistors
- 2 rendering pipelines with 3 texturing units each
- 200-400MHz core, 200mhz memory
- Pixel fillrate: 400-800 million pixels per second
- Texel fillrate:
1 texel per 1 pixel: 400-800 million texels per second
2 texels per 1 pixel: 800-1600 million texels per second
3 texels per 1 pixel: 1200-2400 million texels per second
- 8-128MB local graphics memory
- 350-400MHz RAMDAC integrated into the graphics core
10:10update: You might wanna check out this SharkyExtreme article ont he chipset as well while you're at it. Thanks ilya.
Gamers Depot already has a first look up, explaining a couple of features.The Pixel Tapestry(TM) Architecture features the world's first GigaTexel rendering engine, and includes support for deep multitexturing and new 3D effects with eye-popping photorealistic impact. It easily deals with complex elements such as metals, liquids and wood and their complex interaction with lighting and shadows.
Standart PC-133/100/66 SDRAM up to 1GB
First integrated North Bridge with hardware-accelerated geometry T&L
12,5 polygons per second
4 pixels/clock > 330M textured pixls per second
Revolutionary new parallel rendering architecture for state of the art pixell fill rates
Industry leading 8x Virtual AGP graphics performance and functionality
4MB to 64MB of main memory configurable for display memory
We opted to set Quake III Test to run in "High-Quality" mode when performing this round of benchmarks, as we suspect most gamers that purchase 600MHz+ PCs equipped with GeForce256 and MAXX cards will do this as well. (No one spends $2,000+ on a PC to play their games in 16-bit color at 640x480 folks).
On further inspection, I came across the MAXX/GeForce article on
GamersDepot which ran the card in 16bit with interesting results. GD also ran the card
on a Celeron @500mhz which makes the GeForce seem quite a bit better on slower systems.
Well, the deal is you can get a GeForce on shelves right now, the new ATI MAXX card will
be on shelves next month. I'll try to get one and add it to my benchmarks for you guys.
update: roj over on the
Quake3 messageboard has an excellent summary for those of you
wondering what is going on with this stuff.
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