The GeForce FX
5600 Ultra is to the FX line-up, what the GeForce 4 Ti 4200
is to the Ti line-up. The GeForce FX 5600 Ultra is
basically a GeForce FX 5800, but with only four pixel
pipelines and lower core and memory clock speeds. The
feature set is complete, and NVIDIA claims the performance
will be approximately twice as high as a GeForce 4 Ti when
Antialiasing is enabled...
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Specifications & Features of the NVIDIA GeForce
FX 5600 Ultra |
The
"Ti4200" of the FX Line-Up |
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CLICK ANY IMAGE FOR AN
ENLARGED VIEW
NV31 - Performance Cinematic Shading GPU
Cinematic Shading for the
mainstream
- Full GeForce FX
feature support ? including DX9 vertex & pixel shader
2.0+
- High precision
rendering ? up to128-bit floating point color
Performance
- 2x GeForce4 Ti
Performance with AA
- 4 pipelines
- Lossless Color & Z
Compression
- Z Occlusion Culling
3rd Generation nView
- Integrated
TV-encoder, TMDS transmitters
- Dual integrated 400
MHz RAMDACs
- Integrated full
hardware MPEG-2 decoder
AGP8x
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THE GEFORCE FX 5200 ULTRA
CORE CLOCK: 350MHZ
MEMORY CLOCK: 350MHZ
FILLRATE: 1.4GP/s
MEMORY BANDWIDTH: 11.2GB/s
The GeForce FX 5600 Ultra looks very much like the 5200
Ultra, but the underlying NV31 GPU is much more complex than
the NV34. The NV31 is comprised of approximately 80
million transistors, but it is produced using TSMC's more
advanced 13μ process,
which means a smaller die and higher clock speeds. The
smaller die also means the GeForce FX 5600 Ultra will be
much cheaper to produce than the 5800, and in turn it will
generate much less heat. The cooler used on the 5600
Ultra is similar to what is found on the 5200 Ultra, so it
seems you won't have to give up a PCI slot, should you opt
for one of NVIDIA's mainstream GeForce FXs. The 5600
Ultra should ship with a 350MHz core clock speed, with its
BGA packaged DDR-I memory also clocked at 350MHz (700MHz DDR).
As we mentioned
earlier, to get the transistor count down, something has to
be removed from the die. The GeForce FX 5600 Ultra has
about 45 million fewer transistors than an FX 5800, but
unlike the nV34, the bandwidth saving color and
z-compression features are still intact on the NV31 GPU.
This GPU has the same AA capabilities and same feature set
as a GeForce FX 5800, but with only 4 pixel pipelines
versus the 8 found on the 5800 (at least according to
NVIDIA's latest technical briefs.) Halving the amount of
pixel pipelines seems to be the only difference between the
NV31 and NV30. They both incorporate dual 400MHz
RAMDACs, have the same support for DX9 and can render images
with up to 128-bit floating point color precision.
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NVIDIA's Technology Demos |
Beauty and The Beast... |
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Due to the fact
that the underlying technology is the same in all of the
GeForce FX GPUs, they are all capable of producing near
cinematic quality output...They'll just do it at different
performance levels. Last year, when we were first
exposed to the GeForce FX, NVIDIA exhibited the power of
their latest GPU with a few impressive technology demos.
"Dawn", the nymph was one of the characters used to showcase
the GeForce FX. Dawn is a very complex model that uses
a vertex shader to drive her motion and a branching skeletal
shader where the body mesh is driven by several different
combinations of internal bones. A blend shape shader
is used to shape her face. NVIDIA also uses a Skin
shader that employs a complex combination of color maps,
specular maps, and blood characteristic maps to produce very
realistic skin. Lastly, there is a Wing shader that
modifies both the reflected color off of the wings, as well as
the amount of light that passes through them based on
the viewing angle and light angles. Overall the effects used in
this demo result in a very impressive display of the GeForce
FX's capabilities. The fluidity of Dawn's movements,
her realistic facial expressions and the accurate skin tones
and lighting effects are excellent.
Another
character that was used to showcase the GeForce FX was the
Ogre from Spellcraft Studio's "Yeah The Movie".
The Ogre model
uses a surface mesh that varies in complexity based on
its proximity to the camera. An advanced Skin shader is
also used with a combination of color, bump, and specular
texture maps. The advanced lighting effects come
courtesy of shadow map shadows and object self occlusion.
This demo even incorporates some Motion Blurring using a
velocity buffer that adds a blur effect to the faster moving
objects. The overall effect is very impressive.
It's definitely something that has to be seen in action to be truly
appreciated.
Some More Eye Candy & The Conclusion...
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