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Review: NVIDIA GeForce FX5900 Ultra

by Tarinder Sandhu on 12 May 2003, 00:00 4.5

Tags: NVIDIA (NASDAQ:NVDA)

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Specs comparison

 

  Radeon 9800 Pro GeForce FX5900 Ultra (NV35 GeForce FX5800 Ultra (NV30)
       
Manufacturing process 0.15 0.13 0.13
GPU Speed 380MHz 300/450 300/500
Memory speed 680MHz DDR-I 850MHz DDR-I 1000MHz DDR-II
Memory interface 256-bit 256-bit 128-bit
Maximum memory 256MB 256MB 128MB
Memory Bandwidth 21.8GB/s 27.2GB/s 16GB/s
Triangle Throughput 380 MT/s 700 MT/s ??? 350 MT/s
Pixel Fillrate (ST) 3.04 GP/s 1.80 GP/s 2 GP/s
Pixel Fillrate (MT) 3.04 GT/s 3.60 GT/s 4 GT/s
AA Fillrate 18.24 Billion/s 14.4 Billion/s 16 Billion/s
Rendering Pipelines 8 8/4* 8/4*
Textures Per Pipe 1 2 2
Textures Per Pass 16 16 16
Vertex Shader 2.0+ 2.0 2.0+
Vertex Shaders 4 Floating Point Array  Floating Point Array
Vertex instructions 65.536 65.536 65,536
Pixel Shader 2.0 (F-buffer) 2.0 + 2x FX5800U ability 2.0+
Pixel instructions Unlimited 1,024 1,024
Pixel precision 96-bit (4 x 24-bit)  128-bit (4 x 32-bit) 128-bit (4 x 32-bit)
FSAA 6x 8xS 8xS
FSAA Method Multisampling Multisampling / SS Multisampling / SS
Bandwidth saving HyperZ III+ LMA III LMAIII
Image enhancement SmoothVision 2.1 Intellisample HCT Intellisample
AGP rates 1x/2x/4x/8x 1x/2x/4x/8x 1x/2x/4x/8x
Connections TV-Out, VGA, DVI TV-Out, VGA, DVI TV-Out, VGA, DVI
Display  2x 400MHz DACs 2x 400MHz DACs 2x 400MHz DACs
Special Features F-Buffer, Stencil shadow buffer UltraShadow DDR-II memory

* 8/4 - which is it ?

From NVIDIA themselves: The NV30/35 runs at 8 operations per clock for the following scenarios.

z-rendering
stencil operations
textures operations
shader operations

But color + z pixel rendering is done at 4 operations per clock. This is by far the most common usage in today's games. 8-pipeline running may come into play in the future, though it's a decidedly 4-pipeline approach for today.