View Full Version : Geforce 6800 ultra extreme, performance anomaly.
lokeshray
05-04-04, 02:03 PM
i was going through gamespy
came across this review.
gamespy was lucky enough to be able to get their paws on a geforce 6800 ultra extreme for reviewing purposes.
was shocked, did not expect to see this kind of performance from geforce 6800 ultra extreme. Geforce 6800 ultra extreme is supposed to own the r420 series.
THIS
http://picserver.org/view_image.php/278I484U15KF
AND
THIS
http://picserver.org/view_image.php/E0E9SO4611AQ
infact, the reviewers at gamespy were a bit surprised by this.this is evident by this
The X800 XT Platinum Edition is way ahead at every resolution, and the X800 Pro comes in second every time. I restarted the test machine and reran these tests to make sure they were right.
you can read this article RIGHT HERE (http://www.gamespy.com/articles/510/510938p5.html)
IS this some kind of an anomaly?
if this is not an anomaly, then the r423 vs nv45 battle will be a bloody ONE..
anyone got hands on leaks for the PCI-express cards?
goodman123
05-04-04, 02:24 PM
I don't know about all this but you can go here ; http://www.nvnews.net/vbulletin/showthread.php?t=26972&page=3
read my posts , there is a demo of Unreal3 with the GF6800u & it doesn't seam that the GF got any prbls running the demo (or the game when it be out)
My guess is will all have to wait another 3 weeks or more to know what the truth is about thoses 2 cards?
Geforce4ti4200
05-04-04, 07:18 PM
nice find sir, thanks ;)
goodman123
05-04-04, 08:39 PM
No prbls!
SuLinUX
05-05-04, 06:03 AM
Gamespy :retard: I think thats more BS than anomaly , look at Toms HERE (http://www.tomshardware.com/graphic/20040504/ati-x800-15.html) , totally different
You must be trolling! :rolleyes:
It depends ATi's X800XT has far more fillrate and is better at AA & AF so this gives it an andvantage in DX9 games, where the 6800 has a huge advantage in older games as is can do 32x0. Also it depends on tha map use indoors will give higher frame rates and will seperate the cards alot more. And if you look at the X800XT it is already CPU limited.
It depends ATi's X800XT has far more fillrate and is better at AA & AF so this gives it an andvantage in DX9 games, where the 6800 has a huge advantage in older games as is can do 32x0. Also it depends on tha map use indoors will give higher frame rates and will seperate the cards alot more. And if you look at the X800XT it is already CPU limited.
How do you know future DX9 games won't use intensive shadowing to take advantage of nVIDIA's 32x0?
Because pixle shadered games run at 16x1.
While older games can use the shader units and pipelines at the same time to give a virtual 32x1 or as it's called 32x0.
GlowStick
05-07-04, 07:02 PM
Because pixle shadered games run at 16x1.
While older games can use the shader units and pipelines at the same time to give a virtual 32x1 or as it's called 32x0.
Im gonna disagree on that one.
32x0 mode kicks in automaticly when Zixels are calculated, it cannot do 'old games' like you are saying, old games just require alot less passes thats why they run faster than new games!~
While its true modern hardware can run alot of stuff in 1 pass, alot of new engine algorithms split things up into multiple passes. Because running shaders on pixels is expensive, if you do it on the world for example, objects will overwrite the pixels they're infront of, so you've just wasted loads of gpu cycles shading pixels that have been over-written.
To combat this you can do a Z only pass 1st. Here the Nv30 and Nv40 will kick into 32 Z per clock mode, and then afterwards you only run shaders on fragments that dont fail the Z depth compare.
Also games like Doom3 and all games based on that engine, do each light contribution in a single pass, and do a stencil per light pass. 32 stencils per clock mode will kick in alot with Doom3.
GlowStick
05-07-04, 09:22 PM
While its true modern hardware can run alot of stuff in 1 pass, alot of new engine algorithms split things up into multiple passes. Because running shaders on pixels is expensive, if you do it on the world for example, objects will overwrite the pixels they're infront of, so you've just wasted loads of gpu cycles shading pixels that have been over-written.
To combat this you can do a Z only pass 1st. Here the Nv30 and Nv40 will kick into 32 Z per clock mode, and then afterwards you only run shaders on fragments that dont fail the Z depth compare.
Also games like Doom3 and all games based on that engine, do each light contribution in a single pass, and do a stencil per light pass. 32 stencils per clock mode will kick in alot with Doom3.
Ah, off hand do you know what games do do Z passes first, or is it almost all of them? Or just Doom3 and really new games?
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