Wait has ended. NVIDIA Corporation announced the GeForce 8 Series architecture, previously code-named g80. Check out our companion article, for in-depth analysis of the structure of the new GPU. And declared that the board-level products, the GeForce 8800 GTX and GeForce 8800 GTS on. Today, we are looking for in pny the GeForce 8800 GTX, in-depth, but we will also discuss the speed and feed products as well as the GTS. Parliament will be able to shop online shopping, this week, with shops, let them in the short term.

There is one thing we note that the introduction of a single 8800 GT is the number-processor, so that in the GPU. We explained the 8800 GT’s 112-processor configurations that the group was only 7, sanitary and phytosanitary measures opening, rather than the use of 8, g80, and speculated that the other group did not use the sanitary and phytosanitary measures are hidden With the GPU. Then a month later, 8800 GTS been set, we doubt that is true. The new 8800 GTS, 512 have more in common with the 8800 GT than the previous card, in the 8800 series, the new PCB because of its design and g92 at the core, but with the new GTS on the set of all-8 group of processors Was opened for a grand total of 128. Rather than provide 320 mb and 640 mb frame buffer though, the new 8800 GTS, 512, as its name implies, with 512 MB of memory because of its 256-bit memory interface. Core and memory clock speed was also made, and to maintain the highest possible fill rate and bandwidth. Today, we are going to see a 512 in 8800 GTS on the integrity of the retail courtesy pny pruning techniques.
Note that the GeForce 8800 GTS board is smaller, at 9 inches-just about the same length as the 7900 GTX.
The “extra” SLI connector on top of the 8800 GTX board. This looks similar to the added connecter we saw ATI add to the Radeon X1950 Pro, but it’s not clear yet what the future use might be.
Let’s check out speeds and feeds:
| Spec | PNY GeForce 8800 GTX | GeForce 8800 GTS (Reference) | XFX 7900 GTX | Radeon X1950 XTX |
| Price | $599 | $449 | $499 | $449 |
| Core Clock | 575MHz (dispatch, texture units & ROPs) | 500MHz | 650MHz | 650MHz |
| Stream Processor Clock | 1.35GHz | 1.2GHz | NA | NA |
| Memory Clock | 1.8GHz DDR | 1.6GHz DDR | 1.6GHz DDR | 2GHz DDR |
| Pixel Shader Units | NA | NA | 24 | 48 |
| Vertex Shader Units | NA | NA | 8 | 8 |
| Stream Processors | 128 | 96 | NA | NA |
| Frame Buffer | 768MB | 640MB | 512MB | 512MB |
| Memory Interface | 384 bits | 320 bits | 256 bits | 256 bits |
| Memory Bandwidth | 86.4GB/sec | 64GB/sec | 51.2GB/sec | 64GB/sec |
| Render back end (ROPs) | 24 | 20 | 16 | 12 |
Note that some specs aren’t directly comparable. As we noted in our GeForce 8 architecture overview, Nvidia’s new unified architecture uses many stream processors, which can dynamically be allocated to vertex, geometry or pixel shader tasks as needed. Also, the stream processors are actually clocked substantially higher than the rest of the chip. In fact, there are separate PLL’s dedicated to the stream processor clocks. So the concept of dedicated pixel and vertex shader units is no longer applicable.
Our suite of 3D performance benchmarks are as follows:
3DMark06: Futuremark’s latest synthetic 3D graphics and game performance benchmark is the only synthetic benchmark we use (that is, the only one that isn’t an actual game). It features fairly complex DX9 shaders and high dynamic range lighting, so it pushes graphics cards pretty hard and is a fairly good indication of overall relative graphics performance. You can read much more about 3DMark06 and its features in our feature article from last year.
Prey: Moving on from Doom 3 (it was getting a little long in the tooth), we’re now testing the latest and most graphically demanding title to use the Doom 3 engine. 3D Realms’ Prey doesn’t have a built-in timedemo, so we recorded our own.
Half-Life 2: The Lost Coast: Valve recently added high dynamic range rendering together with a graphics-intensive showcase level called The Lost Coast. The latest updates add a “Video Stress Test” option in the main menu. We run this and report the score.
Call of Duty 2: We have migrated from the demo version of Infinity Ward’s impressive WWII shooter to the full version, using our own custom recorded timedemo in an intense level during the African campaign of the single player game.
F.E.A.R.: Monolith’s new shooter is one of the prettiest, grittiest, and most graphically demanding games ever. We use the built in performance test to measure average frame rate, with all settings turned up to the max. There is one exception: the Soft Shadows option doesn’t work properly with anti-aliasing. We disable it for all testing.
Company of Heroes: This amazingly good real-time strategy game from Relic has a built-in performance test that runs through one of the game’s impressive in-engine cut scenes. It uses los of DX9 shaders and HDR lighting. We have experienced some odd behavior when enabling anti-aliasing, and AA plus HDR aren’t supported in older Nvidia’s cards anyway, so we only run tests without AA enabled.
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