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Review
Gainward GeForce 6800 Ultra / 2100
Golden Sample
by
John
Reynolds
Introduction
Earlier
this summer SimHQ examined the GeForce 6800 GT from
NVIDIA. Today well be taking a look at Gainwards
GeForce Ultra/2100 product, a graphics board based on
the vanilla 6800 chip, and seeing how well it fares with the
latest simulation gaming software. The Ultra/2100 board is
a Gainward Golden Sample product, which the company
guarantees will outperform the reference design the card is
based on. This boast stems from Gainwards claim of hand-picking
the graphics processors and using only high-quality memory
chips for their Golden Sample boards.
A single-slot solution, the GeForce
6800 Ultra/2100 is a AGP board with 128 MB of 2.5ns DDR memory
clocked at 350 Mhz. The graphics processor is a 6800 chip
clocked at 325 Mhz and containing 12 pixel pipelines and five
vertex units (compared to the GT and Ultras 16 pipes
and six vertex).. Roughly 8.5'' long, the same length as the
6800 GT, the Ultra/2100 has one molex connector for power
and offers video I/O options for DVI, S-video, and standard
VGA. The boards cooling solution is a copper heatsink
and fan that covers both the graphics chip and RAM modules.
In addition to the graphics board, Gainward also bundles a
Y-split molex power cable and DVI-VGA and S-composite converters
in the retail box, along with software such as WinDVD 4, Muvee
3 (a video editing program), their EXPERTool utility, and
the slightly aged (a la 2002) role-playing game, Arx Fatalis.
6800 Architecture Overview
As a member of NVIDIAs 6800
chip lineup, Gainwards Ultra/2100 shares the same feature-set
as its faster GT and Ultra versions:
CineFX
3.0 Shading Architecture
- Full DirectX 9.0 support
- Shader Model 3.0 support
- Infinite Shader lengths
- MRT (multiple render targets) support
- 12 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
SimHQ
discussed the 6800 architecture at greater length here.
Worth noting again is that the vanilla 6800 processor the
Ultra/2100 uses is a 12-pipe chip compared to the 16 pipes
the 6800 GT and Ultra sport, and combined with its lower clock
speeds has significantly less pixel fill rate than that of
the fast parts. Well therefore see how the Ultra/2100
fares at higher resolutions.
Test System
Setup
- AMD Athlon 64 3800+ processor
- ASUS A8V 939-pin motherboard (BIOS
1006, VIA 4-in-1 v4.51)
- 1 GB (2 x 512 MB) Corsair XMS PC3200
DDR RAM
- Gainward 6800 Ultra/2100 128 MB
(NVIDIA ForceWare v61.77 drivers)
- Adaptec 19160 SCSI controller
- 36 GB Seagate Cheetah 15,000 RPM
HD (NTFS)
- Windows XP Professional (SP2)
- DirectX 9.0c
The benchmark suite that was used
to evaluate the Ultra/2100 is listed here. Again, unless specified
otherwise all games are configured to their highest settings,
and 32-bit color and trilinear texture filtering were the
default baseline during testing. Also, Windows XP was configured
to have Automatic Update, System Restore, and all unnecessary
startup services disabled. Fraps 2.3.2 was used to record
performance scores unless otherwise noted.
Last, the ForceWare 61.77 driver set
was used and manually configured for high quality settings,
with both trilinear and anisotropic filtering optimizations
disabled. SimHQ debated leaving the filtering optimizations
enabled, which is the default setting when the ForceWare drivers
are installed, but decided that the Ultra/2100s suggested
retail price of $300 removes it from the mainstream category
where such settings would be more appropriate for expected
performance.
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