| Review: ATi Radeon
X800 XT PCIe
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One
new feature found in the X800 parts that ATi has been heavily
touting is 3Dc, a compression tool for normal maps. As game
developers strive to create more detailed and realistic looking
environments, one of the key means of doing so has traditionally
been through higher levels of geometry for game models and
environments . However, even greater levels of geometry with
multiple texture layers applied can still appear as rather
flat and unrealistic looking, and the level of geometry required
to avoid this appearance would be beyond the means of graphics
boards engineered for the consumer market, which have traditionally
been designed with more of an emphasis on pixel rather than
geometry rendering (in contrast to professional graphics workstations).
Because of this situation, developers have begun relying on
a technique known as normal mapping, which is a special texture
map that stores information dealing with how in-game light
interacts with the rendered surface. This creates an illusion
of greater detail than whats actually present while
taking advantage of consumer graphics boards emphasis
on pixel processing.
However,
for a normal map to create a model or object that is substantially
more realistic looking than traditional rendering techniques,
the level of geometry and texture detail required to generate
the normal map increases the memory space requirements to
load the map into a graphics boards frame buffer, which
is obviously finite in space and required for other uses.
3Dc, a 4:1 compression algorithm for normal maps thats
based on DX5s texture compression mode (DXTC), is what
ATi hopes will enable developers to make greater use of normal
mapping by allowing them to create either more detailed normal
maps or to use the feature to save memory space and bandwidth
by applying it to non-compressed normal maps. In fact, according
to ATi numerous game developers have indicated that they plan
to include 3Dc support in future games.
Test System Setup
- Intel Pentium 4 Extreme Edition
3.4 GHz
- Intel D925XCV (925X chipset) motherboard
- 1 GB (2x512 MB) Micron DDR2 533
MHz RAM
- ATi Radeon X800 XT PCIe 256MB (Catalyst
4.10)
- Maxtor MaXLine III (16 MB buffer)
native SATA HD
- Windows XP Professional (SP2)
- DirectX 9.0c
The benchmark suite that will be used
to evaluate this test system is listed here.
Again, unless specified otherwise all games are configured
to their highest settings, and 32-bit color and trilinear
texture filtering are the default baseline during testing.
Also, Windows XP is configured to have Automatic Update,
System Restore, and all unnecessary startup services disabled.
Fraps 2.3.2 is used to record performance scores unless otherwise
noted.
In
addition, along with the latest Catalyst driver release from
ATi the Catalyst Control Center (CCC), the new .NET Framework-based
replacement for the traditional control panel, was also installed
and used to disable ATi's new A.I. optimizations throughout
testing. The X800 series of graphics chips use a more aggressive
filtering method than their predecessors, and the Catalyst
driver suite now includes title-specific optimizations and
shader replacements, all of which are of course intended to
accelerate performance in targeted games. In all fairness,
however, some of the application detections are designed to
avoid known bugs or issues, such as disabling anti-aliasing
for the Splinter Cell titles since the feature is incompatible
with these games. Either way, ATi allows the end user to toggle
A.I. settings via the CCC and care was taken to ensure that
A.I. was disabled throughout testing.
The X800 XT reviewed today is a native
PCI Express board that can take advantage of the full up-
and downstream bandwidth of the new bus. It draws power from
the test systems PSU via a 6-pin connector on the back
of the board.
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