NVIDIA
is poised to fire the first shot in the next battle of
the war for 3D supremacy with today's official unveiling
of their new NV40 GPU. The past two years have been
especially hard fought. Both NVIDIA and ATI have
been introducing new products every few months in their
continuing effort to "one-up" the other in the eyes of
influential enthusiasts, casual gamers, and budget
conscious consumers looking for the best return on their
investment. We've seen a myriad of new high-end,
mid-range, and budget GPUs from NVIDIA and ATi, with
each one designed to offer its own unique features and
benefits at its specific price point. We saw the
performance lead change hands between ATi and NVIDIA at
the low and mid-range market segments a few times over
the past couple of years, but ever since the
introduction of the Radeon 9700 Pro back in August of
2002, ATi has held onto the top spot with a firm grasp
in the sought after enthusiast segment. The R300,
and the evolution of high-end "enthusiast-class"
products based on its core technology, essentially
remained one step ahead of NVIDIA's flagship NV3x
products for all of 2003.
This put NVIDIA in the
unfamiliar position of playing "catch-up", which did not
sit well with their outspoken CEO, Jen-Hsun Huang.
When asked about ATi's ability to snatch the performance
crown from NVIDIA he responded with, "Tiger Woods
doesn't win every day. We don't deny that ATI has a
wonderful product and it took the performance lead from
us. But if they think they're going to hold onto it,
they're smoking something hallucinogenic.'' With
what we know today, the confidence, and perhaps
brashness, Jen-Hsun exuded with this statement seems to
have stemmed from his knowledge of NVIDIA's next-gen GPU
architecture, codenamed NV40. With the NV40,
NVIDIA's goals were to dramatically improve performance
and image quality, while adding support for the latest
DirectX feature set. The culmination of their
efforts resulted in the new GeForce 6 Series of products
powered by the NV40.
The video card we'll be
looking at today on HotHardware is NVIDIA's latest
flagship product, the GeForce 6800 Ultra (yes, the FX
moniker is gone). With the GeForce 6800 Ultra,
NVIDIA strives to erase all of the NV3x's shortcomings,
while emphatically building upon its strengths.
The result is a product that doesn't simply outperform the previous generation - it
destroys it...
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Specifications & Features of The GeForce
6800 Ultra |
NVIDIA's Newest Flagship GPU |
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CLICK ANY IMAGE FOR AN ENLARGED VIEW
CINEFX 3.0 SHADING
ARCHITECTURE
- Vertex
Shaders
° Support for Microsoft DirectX 9.0 Vertex
Shader 3.0
° Displacement mapping
° Vertex frequency stream divider
° Infinite length vertex programs*
- Pixel
Shaders
° Support for DirectX 9.0 Pixel Shader 3.0
° Full pixel branching support
° Support for Multiple Render Targets (MRTs)
° Infinite length pixel programs*
-
Next-Generation Texture Engine
° Up to 16 textures per rendering pass
° Support for 16-bit floating point format and
32-bit floating point format
° Support for non-power of two textures
° Support for sRGB texture format for gamma
textures
° DirectX and S3TC texture compression
- Full 128-bit
studio-quality floating point precision through
the entire rendering pipeline with native
hardware support for 32bpp, 64bpp, and 128bpp
rendering modes
NVIDIA
HIGH-PRECISION DYNAMIC-RANGE (HPDR) TECHNOLOGY
- Full floating
point support throughout entire pipeline
- Floating point
filtering improves the quality of images in
motion
- Floating point
texturing drives new levels of clarity and image
detail
- Floating point
frame buffer blending gives detail to special
effects like motion blur and explosions
- New
rotated-grid anti-aliasing removes jagged edges
for incredible edge quality
INTELLISAMPLE 3.0
TECHNOLOGY
- Advanced 16x
anisotropic filtering
- Blistering-fast
anti-aliasing and compression performance
- Support for
advanced lossless compression algorithms for
color, texture, and z-data at even higher
resolutions and frame rates
- Fast z-clear
- High-resolution
compression technology (HCT) increases
performance at higher resolutions through
advances in compression technology
ULTRASHADOW II
TECHNOLOGY
- Designed to
enhance the performance of shadow-intensive
games, like id Software?s Doom III
ADVANCED
ENGINEERING
- Over 220m
transistors
- Designed for
PCI Express x16
- Supports PCI
Express high-speed interconnect (HSI) technology
for bidirectional interconnect protocol
conversion
- Full support of
AGP 8X including Fast Writes and sideband
addressing
- Support for the
industry?s fastest GDDR3 memory
- 256-bit
advanced memory interface
- 0.13 micron
process technology
- Advanced
thermal management and thermal monitoring
- 40 mmx40 mm,
BGA flip-chip package
Architecture Characteristics
of the GeForce 6 Series
|
Pixel pipelines |
16 |
Superscalar shader |
Yes |
Pixel shader
operations/pixel |
8 |
Pixel shader
operations/clock |
128 |
Pixel shader precision |
32 bits |
Single texture pixels/clock |
16 |
Dual texture pixels/clock |
8 |
Adaptive anisotropic
filtering |
Yes |
Z-stencil pixels/clock |
32 |
ADVANCED VIDEO AND
DISPLAY FUNCTIONALITY
- Dedicated
on-chip video processor
- MPEG video
encode and decode
- WMV9 decode
acceleration
- Advanced
adaptive de-interlacing
- High-quality
video scaling and filtering
- Integrated
NTSC/PAL TV encoder supporting resolutions up to
1024x768 without the need for panning with
built-in Macrovision copy protection
- DVD and
HDTV-ready MPEG-2 decoding up to 1920x1080i
resolutions
- Dual integrated
400 MHz RAMDACs for display resolutions up to
and including 2048x1536 at 85Hz.
- Dual DVO ports
for interfacing to external TMDS transmitters
and external TV encoders
- Microsoft®
Video Mixing Renderer (VMR) supports multiple
video windows with full video quality and
features in each window
- VIP 1.1
interface support for video-in function
- Full NVIDIA®
nView? multi-display technology capability
NVIDIA® DIGITAL
VIBRANCE CONTROL? (DVC) 3.0
- DVC color
controls
- DVC image
sharpening controls
OPERATING SYSTEMS
- Windows XP
- Windows ME
- Windows 2000
- Windows 9X
- Macintosh OS,
including OS X
- Linux
API SUPPORT
- Complete
DirectX support, including the latest version of
Microsoft DirectX 9.0
- Full OpenGL,
including OpenGL 1.5
* The operating
system or APIs can impose limits, but the hardware
does not limit shader program length.
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Physically, the GeForce 6800
Ultra looks much like the GeForce 5950 Ultra, but don't
let initial impressions fool you. The GeForce 6800
Ultra incorporates some cutting-edge technology, and
has quite a few new and useful features. If it's
not entirely clear in these photos, the GeForce 6800
Ultra's cooling solution is still a two-slot design; the
model we have here does encroach on the first PCI slot.
The blower and shroud are designed to pull air in
through the front, and blow it across the heatsinks
mounted over the GPU and RAM. When
operating at full speed, we found the fan to be somewhat
louder than the ones installed on most of the
retail-ready 5950 Ultras we have reviewed, but we expect
NVIDIA's AIC partners will come up with some innovative
cooling solutions of their own design. We wouldn't be
surprised if a few single-slot, near silent models hit
store shelves in the coming months.
Also notice that our sample
was equipped with two DVI connectors, for those looking
to run dual-independent digital displays (or dual analog
displays using DVI-to-DB15 adapters). Dual-DVI
cards have been few and far between, but we're told that not
all 6800 Ultras will be dual-DVI, so don't get too
excited just yet. Some will ship with one DB15 and
one DVI connector. The next aspect of the GeForce
6800 Ultra that may catch your eye are its dual Molex
power connectors. This NV40 core is built using a
.13 micron manufacturing process, and is comprised of
roughly 222 million transistors. If you're keeping
track, that's approximately 25% more transistors than a
P4 Extreme Edition CPU, which makes the NV40 an
extremely complex (and large) ASIC. As such, it
demands a lot of power. NVIDIA is recommending
480W power supplies be used with the GeForce 6800 Ultra.
When connecting the power cables, they can't be split
from a single connection either. The GeForce 6800
Ultra requires connections from two supplemental power
rails. Keep this in mind if you think a GeForce
6800 Ultra is in your future, as a power supply upgrade
may be in order as well. The need for this kind of
"external" power stems from a limitation within the AGP
spec. AGP slots can provide a maximum of only 25W
of power to the video card. PCI Express should
help alleviate the situation a bit, as the PCI Express
standard calls for 60W.
We also disassembled the
cooling hardware mounted on our GeForce 6800 Ultra, to
get a closer look at the underlying PCB, memory and the
NV40 chip itself. Once we had the card apart, It
was interesting to find that the heatsinks used on the
card were constructed of aluminum, instead of copper.
During conversations with NVIDIA, we were told that
although the NV40's die is larger and requires a lot of
power, it runs cooler than NV38 because of tweaks made
to the manufacturing process and its slightly lower
clock speed. We haven't done
extensive testing, but our experience with the card so
far seems to back up this claim. At idle we
witnessed core temperatures hovering around 36°C.
After a few hours of benchmarking though, temperatures
climbed into the upper 40s. With more elaborate
(and expensive) copper coolers, however, temperatures
could be brought down even lower.
It was also interesting to
find that all 256MB (8x32MB) of the RAM installed on the
card, was mounted to one side of the PCB. Samsung's
GDDR3 chips (K4J55323QF
- more information here) are available in higher
densities than standard DDR RAM, which eliminates the
need to mount chips on the backside of the card, unless
NVIDIA plans to increase the RAM over 256MB.
Right in the center of the PCB
you'll see the massive NV40 itself. The die is so
large because NVIDIA has designed the NV40 to have far
more pixel shading performance than last generation's high-end parts.
The NV38 (GeForce FX 5950 Ultra), for example, is a 4x2
or 8x0 (Z-only, no color data) architecture. In
most real-world gaming scenarios, this means it can
process 4, dual textured pixels per clock cycle which
equates to a theoretical peak fillrate of 3.8GTexels/s.
The NV40, on the other hand, is a 16x1 or 32x0
architecture. The NV40 has four times the number
of pixel pipelines as the NV38, which accounts for a
large number of the transistors that comprise the core.
NVIDIA didn't only increase the number of pipelines, but
they have also incorporated a second pixel shader unit per
pipe and have brought the number of vertex units up to 6
as well.
Although we'll be shining the
spotlight on the GeForce 6800 Ultra today, NVIDIA is
also announcing the 6000 "non-Ultra". The GeForce
6800 is based on the same NV40 architecture, but it will
have "only" 12 pixel pipelines, as opposed to Ultra's
16. NVIDIA hasn't disclosed final clock speeds
just yet, but they have informed us that the base
GeForce 6800 will be a single-slot design (like the card
pictured at the very top of this page), and it will
require only one Molex power connection. As more
solid information about the GeForce 6800 comes in, we're
sure we'll be able to tell you more, but for now, lets
move on to some of the GeForce 6800 Ultra's other key
features...
New Features &
The Drivers
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