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EVGA 8800GT 256MB World Exclusive Review
eVGA 8800GT 256MB Edition Features Introduction
eVGA 8800GT 256MB Edition Features
eVGA 8800GT 256MB Edition Layout
Test Setup and Software
eVGA 8800GT 256MB Edition Bundle
Gaming eVGA 8800GT Style
DirectX 9
DirectX 10
PCMark 05
3Dmark 05
3Dmark 06
Conclusion
  Written by: Elric Phares 12/02/2007
  Edited by: Chris Gump



Brand Name

eVGA 8800GT 256MB

EVGA Part Number

256-P3-N791-AR

Graphics Chip

G92

Graphics Memory Type

GDDR3

Memory (MB)

256MB

Graphics Core Clock (MHz)

650

Memory Clock (MHz)

900

Memory Speed (ns)

1.2

Stream Processors

112

Shader Clock (MHz)

1625Mhz

Video Capture

Pure Video HD

Dual Monitor Support

Yes

VGA Out

Dual DVI Outs

Video In and Out

S-Video Out

Package and Support

eVGA Lifetime Warranty

Printed Manual

Yes

Driver CD

Yes

Performance Tool Software

nTune

Major Games

N/A

Major Software

None

DVD Player Software

None

Video Recording Software

None




Most of the reference 8800GT 256MB versions of the card have core, memory and Shader clocks that are slower than the ones on the EVGA 8800GT 256MB Edition card. The EVGA card is however clocked faster than the normal cards and its Core speed is 650MHz, the memory is clocked at 900MHz and the Shader clock is at 1625MHz. The key features of DirectX 10 include Pixel Shader 4.0, Vertex Shader 4.0, Geometry Shading and more. Pixel Shader 4.0 allows for 65,536 Pixel Shader operations in a single pass. Other differences include up to 4096 Temporary Registers, 128 textures, 8 render targets a unified Shader instruction set for both Pixel and Vertex Shaders and the ability to use Constant Buffers in unison with Shaders. NVIDIA is ahead of the game in most ways at this time junction and ATI keeps falling behind at every turn.

Direct-X 10.1 is a new standard that will not take shape for another year or more, but developers who want to mess with its limited upgrade possibilities is currently almost a dead issue. The Vertex Shader 4.0 specification includes a higher number of instruction slots, higher number of constants and better support for Geometry Instancing. A new Shader was introduced with DirectX 10, the Geometry Shader. The Geometry Shader can create new primitives from existing primitives like pixels, lines, and triangles. Typical uses of a geometry Shader include point sprite generation, geometry tessellation, shadow volume extrusion, single pass rendering to a cube map The chipset is based of the 65nm process, which is about the size of a quarter. ATI has moved to the 55nm process, but it has not seemed to help them gain any performance momentum over NVIDIA. Going from 512MB of G-DDR3 memory down to 256MB is the only real difference between the previously released 512MB version. How this will affect the over all performance results will have to be seen, but the difference should only come at higher resolution gaming.


Next Generation Gaming Effects

  • Depth Of Field
  • Volumetric Smoke And Fog
  • Soft Particles
  • Motion Blur
  • HDR With Full 16X Antialiasing

Basic Explanations

Depth Of Field: Enables In Game Focus Effects, giving sharper focus to objects as they appear or disappear in the distance for a more realistic field of view and one that changes with your visual perspective.

Volumetric Smoke And Fog: Allows the shape and formation of smoke and or fog to have a more natural shape and to appear real in color. This technique uses various buffers and smart pixel technology.

Soft Particles: This allows small things such as embers from a burning fire to appear or differences in the objects in water. This is mainly used to add objects to a setting that already exists as an after effect to the setting.

Motion Blur: This feature adds a cinematic motion blur that makes rapidly moving objects to have a more realistic blurring on your game screen. This will be most evident in game scenes that have falling objects, crashing planes and your surroundings while driving in car.

HDR/16X AA: HDR or High Dynamic Range is a lighting effect that allows the scene to have more clouds and better overall natural lighting effects. Previously HDR only worked by itself with the AA features disabled, but now HDR can be achieved in combination with 16X Antialiasing for a much cleaner and brighter game environment.

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