DirectX 9.0c
Pixel Shader 3.0
Vertex Shader 3.0
.11 micron process
146 million transistors
128-bit memory interface
256MB GDDR-3 memory
Native PCI Express x16 bus interface
8 pixel pipelines
3 Vertex Shader Pipelines
Floating point filtering of textures
Floating point frame buffer
MRT
500MHz core speed
800MHz DDR-2 memory
HDR
SLI
Gigabyte’s card is based upon NVIDIA’s NV43 chip, which is a derivative
of the NV4x architecture announced last year. The 6600GT has 8 pixel pipelines,
the same as the high-end from the year before. With a clock speed of 500MHz,
the 6600GT has a fill rate of 4 Gigapixels a second and 4 Gigatexels a second.
The 6600GT has 3 Vertex Shader pipelines with 1.5 vertices outputted per clock.
NVIDIA has been at the forefront of evangelizing Shader Model 3.0. Microsoft
first introduced programmable shaders in the DirectX 8.0 API back in 2001 with
the release of the Xbox and GEFORCE3 from NVIDIA. 2002 saw the release of DirectX
9.0 with two shader models 2.0 and 3.0. The key ingredients of SM 2.0 are Pixel
Shader 2.0 and Vertex Shader 2.0.
Key features of Pixel Shader 3.0 include nearly unlimited shader lengths (65,536
limitation by DirectX 9.0c), looping a branching of Pixel Shader programs, a
back-face register, vertex texturing and more. The NV4x architecture was the
first to fully support Microsoft’s PS 3.0 specification recently joined
by ATI’s R1K family of cards. NVIDIA has the advantage of having their
SM 3.0 hardware out first so developers were using their hardware to work on
games needing the advanced pixel shaders.
Vertex Shader 3.0 key features include: nearly unlimited shader lengths (65,536
versus 256 for SM 2.0), dynamic looping and branching support, geometry instancing,
and vertex texturing. Geometry instancing allows the developer to take one model
and use vertex streams to modify that object. For example a forest of trees
can have variation in height, in leaves etc.. With Instancing you can vary the
attributes of the trees in a forest without rendering each tree separately.
SLI stands for Scan Line Interleave err, that was 3DFX’s definition.
NVIDIA calls SLI Scalable Link Interface. To enable SLI you need an SLI-ready
motherboard like an ASUS P5N32-SLI board, two NVIDIA based video cards that
are the same model, and the drivers. SLI modes include: AFR or Alternate Frame
Rendering. In AFR, each card renders a frame one after the other. The second
mode of SLI is called SFR or Single Frame Rendering. SFR has both cards working
together to render a scene.
The human eye can distinguish color contrasts of a range of millions to one.
A computer monitor, on the other hand, has limited contrasting capabilities.
Video cards prior to floating point color precision had a limitation of 255:1
contrast ratio. With the advent of cards with FP color precision a range of
65,536 contrast ratio is possible. Valve has released a new demo based upon
HL2, the Lost Coast demo. In this demo you can easily see the difference between
HDR on/off and Blooming. If you’ve ever walked into bright sunlight after
being in a cave or dimly lit area, the glare that blinds you momentarily is
the Blooming effect. Valve implemented both the Blooming effect and HDR in HL2
Lost Coast. Here are three screenshots, one showing no HDR, one the Blooming
effect and the other full HDR.
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