MSI NX 7800 GTX review

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G70 is NVIDIA internal codename for the GeForce 7800 GTX. The 7800 GTX is the new flagship, the fastest available. And I know that many of you are wondering if will there be an AGP version. To be honest, at this time and moment NVIDIA has no plans for it. That doesn't mean it'll never happen though as they can use the well known bridge chip (High Speed Interconnect) and make it AGP compatible. Face it, AGP is becoming history whether we like it or not.

Let's dig a little deeper into the chip. As you know the number of transistors in the actual silicon gives us a nice idea about performance.  Intel's new Pentium 4 6xx series for example has 169 million transistors. The GeForce 6800 already had 222 million transistors. The GeForce 7800 GTX silicon has an astounding 302 million transistors count, crazy huh? All that is being manufactured on a 0.11 micron fabrication process.

Specs GeForce 6600 GeForce 6600 GT GeForce 6800 GeForce 6800 GT GeForce 6800 Ultra GeForce 7800 GT GeForce 7800 GTX
Codename NV43 NV43 NV40 NV40GT NV40U G71 G70
Transistors ? ? 222 million 302 million 302 million
Process, GPU maker 110nm 110nm 130nm, IBM 110nm 110nm
Core clock 300 MHz 500 MHz Up to 400 MHz 350MHz 400MHz 400 MHz 430 MHz
Memory 128MB DDR1 128MB GDDR3 128MB DDR1 256MB GDDR3
Memory bus 128-bit 256-bit
Memory clock Up to manufacturer 2x500 MHz 2 x 325MHz 2 x 500MHz 2 x 600MHz 2 x 500MHz 2 x 600MHz
PCB P212 P212 P2?? P210 P210 -
Pipelines 8 8 12 16 16 20 24
FP operations FP16, FP32
DirectX DirectX 9.0c
Pixel shaders Pixel Shaders 3.0
Vertex shaders Vertex Shaders 3.0
OpenGL 1.5+ (2.0) 2.0
Price $150 $229 $299 $399 $499 $449 $599
Availability Now
What is a shader ?
What do we need to render a three dimensional object; 2D on your monitor? We start off by building some sort of structure that has a surface, that surface is being built from triangles and why triangles? They are quick to calculate. How's each triangle being processed? Each triangle has to be transformed according to its relative position and orientation to the viewer. Each of the three vertices the triangle is made up of is transformed to its proper view space position. The next step is to light the triangle by taking the transformed vertices and applying a lighting calculation for every light defined in the scene. At last the triangle needs to be projected to the screen in order to rasterize it. During rasterization the triangle will be shaded and textured.

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