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Review
NVIDIA®
GeForce 6800 GT PCI Express
by
John
Reynolds
Introduction
NVIDIAs
mantra last year for their GeForce FX chips was the depth
of their GPUs pipelines, eschewing a wide architecture
for a narrow (think four pixel pipelines) yet deep one. With
the announcement of the NV40 architecture this spring, NVIDIA
revealed a dramatic change in its approach with the GeForce
6800 series, new GPUs that boast up to four times the number
of pixel pipelines as their predecessors. In addition to this
wider architecture, NV40 also incorporates hardware support
for such cutting-edge features as DirectX 9.0cs Shader
Model 3.0 and floating point blending. NVIDIA traveled a somewhat
rocky road last year, so has this design change paid off for
them? In a word: yes. The high-end chip of the new GeForce
6 series, the 6800 Ultra, is roughly twice as fast as the
companys best GPU from last year, bringing NVIDIA back
to a very strong position with the market from both a performance
and technology perspective.
The NVIDIA GeForce
6800 GT chip

The GeForce 6 series is comprised
of three models: the 6800 Ultra, the 6800 GT, and the vanilla
6800. The flagship product, the GeForce 6800 Ultra, has a
core clock speed of 400 MHz and 550 MHz GDDR3 memory, and
a suggested price of $500. The Ultra is a dual-slot board
due to the size of its cooling solution, and NVIDIA recommends
users to run a power supply rated at 350W or higher (particularly
if overclocking) with the Ultra boards. The 6800 GT is a slower,
single-slot version of its Ultra sibling, with 350/500 MHz
chip and memory speeds and a more popular $400 pricing. Both
the Ultra and GT models boast 16 pixel pipelines and six vertex
shader units. Last, the plain 6800 model is a 12-pipe, $300
mainstream solution clocked at 325/350 MHz. Worth noting is
that these are reference specifications NVIDIA provides to
their AIB (add-in board) vendors, and are therefore subject
to change as the vendors attempt to differentiate their products
with special or unique samples.
NV40 Architecture Overview
The GeForce 6800 Ultra and GT,
as mentioned above, are a 16x1 architecture, and such a wide,
parallel design does not make for a small chip. Produced on
a 130nm fabrication process, these new GPUs have an unprecedented
transistor count of over 220 million. The reference board
NVIDIA sent is a PCI Express solution that has a 256-bit memory
interface, with dual DVI and one TV-out connectors driven
by two 400 MHz DACs. Moreover, the NV40 architecture upon
which the GeForce 6 series of chips is based has the richest
feature-set for GPUs currently available on the market.
The NVIDIA GeForce
6800 GT PCI Express

And while SimHQ is a site that
focuses on simulations-based PC gaming, we would be amiss
if not providing a brief look at this architecture:
CineFX 3.0 Shading Architecture
- Full DirectX 9.0 support
- Shader Model 3.0 support
- Infinite Shader lengths
- MRT (multiple render targets) support
- 16 textures per rendering pass
- 32-bit and 16-bit floating point
format support
High-Precision Dynamic-Range
- Full
floating point support through entire pipeline
- 16-bit
floating point frame buffer blending
Intellisample 3.0
- Rotated-grid, multisampling anti-aliasing
- 16x anisotropic filtering
- Lossless compression algorithms
for color, texture, and z-data
- Fast Z clear
UltraShadow II
- Stencil shadow performance acceleration
Advanced Video and Display
- Dedicated on-chip video processor
- MPEG video encode and decode
- Digital Vibrance 3.0 control
Shader Model 3.0, an evolutionary
step from the 2.0 model, lifts a number of restrictions within
its predecessor for ease of programming while adding new features
such as dynamic branching and vertex texturing, among others.
And while game support for the new model (which will be exposed
in DirectX 9.0c, included with SP2 for Windows XP) is, for
the moment, very sparse currently limited to Far Crys
recent 1.2 patch, which is still not yet available
NVIDIA can certainly be expected to do their utmost to work
with developers to take advantage of their new GPUs
hardware support for the 3.0 model. In addition to SM 3.0,
the 6800s ability to perform floating point blending
allows for accumulation effects such as motion blur (reminiscent
of 3dfxs T-buffer) and soft shadows. And the 32-bit
floating point precision throughout the entire pipeline, from
input to the rendered output, allows for HDR (high dynamic
range) effects, which can be used to create more realistic
scenes by working with a superior gradient of brightness ranges.
All of the above are unique to NVIDIAs NV40 architecture,
as no other GPU geared toward the mainstream or gaming markets
currently available supports these features.
Naturally the above capabilities
will have to be specifically incorporated into games by developers,
but NVIDIA should be congratulated for being the first to
bring these features to market. But the hardware support for
such advanced features and a 16x1 architecture that also includes
two shader units per pixel pipeline does not come for free
in terms of the transistor count of the GeForce 6800s, and
with over 220 million transistors even the flagship Ultra
chips are clocked at speeds considerably lower than those
of the previous generation. Let us take a look at how a PCIe
version of the 6800 GT handles the SimHQ benchmark suite.
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