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Review: Radeon X1600 XT and Radeon X1800
XT
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Bright Lights - Image Quality Improvements
Despite the obvious need for improved
efficiency, image quality and video output is of great importance
for graphics boards, and ATI has improved upon their previous
parts with the Radeon X1000 family in a number of ways. First,
the company has introduced a new processing engine for improved
video quality dubbed Avivo. Through Avivo, Radeon X1000 parts
boast improved WMV, MPEG, and MPEG-2 decode performance and
add support for accelerating H.264 in hardware, a codec that
will become rather common with upcoming electronics and discs
(such as HD-DVDs). The Radeon X1000 boards also support dual-DVI
outputs, allowing each card to drive multiple LCDs, even high
resolution units such as Dell's new 30" widescreen 3007FWP
display.
Second, one of the areas in which
the previous R300 and R400 parts are lacking is the ability
to perform HDR (high dynamic range) blending, which prevents
these boards from running the HDR 'modes' of games like Chaos
Theory or Far Cry. The new Radeon parts remedy this by supporting
multiple HDR blending formats, including integer, floating
point, and custom formats. Furthermore, ATI has taken HDR
quality to a new level by adding functionality to the ROP
units that enables them to combine all available anti-aliasing
modes with HDR rendering using floating point formats (standard
AA works fine with integer-based HDR, such as Valve's "Lost
Coast" demo). End users are therefore not forced to choose
between one or the other, though with ATI arriving somewhat
late with HDR blending support, titles such as Far Cry require
an update to allow HDR + AA to function properly.

Third, the Radeon X1000 boards also
support new texture filtering and anti-aliasing modes that
benefit overall display quality. Previous generations of Radeons
performed anisotropic texture filtering on a angle-dependent
basis, an optimization which results in off-angle surfaces
being filtered at a reduced quality. Users can now enable
a High Quality anisotropic filtering option in the control
panel that performs the requested filtering on an angle-independent
basis, thereby improving overall texture quality filtering.
The performance hit incurred by his new mode, however, is
dependent upon the amount of off-angle surfaces being filtered
in each frame.
Last for discussing improved image
quality, a new anti-aliasing mode known as adaptive AA (AAA)
is also available. This option combines multi- and super-sampling
modes of anti-aliasing for dealing with transparent textures
commonly used by developers for things such as foliage or
chain link fences. Because multi-sampling, the standard AA
technique supported by modern GPUs, deals with geometry and
not texture data, transparent textures can create a considerable
amount of aliasing in a scene that standard multi-sampling
cannot address, depending upon how heavily they are used.
Adaptive AA works by detecting the presence of these transparent
textures and applying super-sampling to them to reduce the
aliasing they cause. The graphics IHVs moved away from super-sampling
years ago because of its low comparative performance to multi-sampling,
so the performance hit of AAA will be dependent upon the amount
of transparent textures in a given scene. We'll test these
various display quality options and see how well they perform
later on.
The Boards - Power In and Sound Out
All three of the test boards are PCI
Express x16 parts. Both the X800 XT and X1600 XT are 256 MB
memory, single-slot cards. The X800's video outputs consist
of standard VGA, S-video, and one DVI, while the X1600 offers
dual DVI and S-video. The X1600 lacks a rear connector for
pulling additional power directly from the system's PSU since
the 75 watts supplied by the PCI Express slot supplies sufficient
power for the card, unlike the other two test boards. The
X1800 XT, in contrast, is a massive, dual-slot add-in card,
sporting eight memory modules arranged in a half-moon arc
around the graphics chip that total 512 MB of onboard RAM.
The reference fan uses the additional space of the backplate
bracket to expel out the rear of the case as it pulls air
across the copper cooler mounted over the graphics and memory
chips.
Before getting too deep into the heart
of the article-the benchmark scores-we thought we'd examine
the environmental attributes of the reviewed boards. The power
usage of the test system was recorded using a Extech 380801
power meter and sampled at the desktop and while under load,
the second scenario created by running 3DMark05's three game
tests. System noise was also sampled using a digital sound
meter at the same time for both scenarios, with the meter
placed several inches from each graphics board and facing
its fan. Worth noting is that both sets of measurements are
affected by other components installed within the test system,
so the recordings shown below reflect their impact on the
measurements (e.g., a CPU will of course draw more power while
running a 3D application compared to sitting at the Windows
desktop, making it impossible to fully isolate the graphics
cards tested in this review).
| Power |
X800 XT |
X1600 XT |
X1800 XT |
| Idle |
125 watts |
118 watts |
135 watts |
| Load |
219 watts |
197 watts |
257 watts |
With 256 MB of onboard memory, the
X800 and X1600 both have a lower power draw in both scenarios,
though under load the X800 increases its utilization by almost
100 watts while the X1600 pulls an additional 80 watts. The
X1800, however, with 512 MB and a larger, more complex graphics
chip sees a much higher power usage under load, a draw increase
of over 120 watts.
| Sound |
X800 XT |
X1600 XT |
X1800 XT |
| Idle |
60 dB |
59 dB |
60 dB |
| Load |
62 dB |
60 dB |
65 dB |
All three test boards fall within
roughly the same range for noise levels, though the fan on
the X1800 does generate more sound under load than the other
boards. By means of comparison, the Zalman 7000 cooler installed
on the FX-60 was roughly 10 dB louder than the X1800's fan
under load. Also worth noting is that the tested coolers are
reference designs that board partners could deviate from with
cooling solutions that would obviously have different sound
characteristics.
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