EVGA e-GeForce 8800GTS 512MB Edition Review :: EVGA 8800GTS 512MB Edition Features

Author: Doc Overclock · 12-15-2007 · Category: Hardware - Video Cards
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EVGA e-GeForce 8800GTS 512MB Edition Review



Brand Name

EVGA 8800GTS 512MB Edition

EVGA Part Number

512-P3-N841-AR

Graphics Chip

G92

Graphics Memory Type

GDDR3

Memory (MB)

512MB

Graphics Core Clock (MHz)

670

Memory Clock (MHz)

972

Memory Speed (ns)

1.1

Steam Processors

128

Shader Clock (MHz)

1674Mhz

Memory Bandwidth (GBps)

62.0

Texture Fill Rate (billion/sec)

42.8

Video Capture

Pure Video HD

Dual Monitor Support

Yes

VGA Out

DVI-I

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


EVGA e-GeForce 8800GTS 512MB Edition Review

If you pay close attention to details you will see that most of the reference 8800GTS 512MB versions of the card have core, memory and Shader clocks that are slower than the ones on the EVGA 8800GTS 512MB Edition card. The EVGA card is however clocked faster than the normal cards and its Core speed is 670MHz, the memory is clocked at 972MHz and the Shader clock is at 1675MHz. This is faster than NVIDIA’s standard specs for the card. 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. PCie 2.0 is also supported and should work with motherboards that support this spec as well theoretically doubling the available bandwidth of the cards information throughput.


EVGA e-GeForce 8800GTS 512MB Edition Review

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 on 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. NVIDIA had a little something up their sleeve with the amount of STREAM processors available on the 8800GT series that only supported 112, but the full potential of the G92 is shown now and the 8800GTs sports an extra eight STREAM processors bring the amount up to 120. This should improve performance in gaming with the all the AA and AF settings turned to their highest point.

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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