Richard Vanderhurst Reviews the Nvidia GeForce

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Richard Vanderhurst Reviews the Nvidia GeForce

Posted by richardvan001 on June 16, 2009

The original release of next-gen games is a bit far off. But one of the main variations in the GeForce 8800 GTX’s design lies in how we consider its pipelines. In the past, we’ve related a 3D chip has X quantity of pixel pipelines and Y pipes for shader calculations. This suggests that if your card is processing a shader-intensive scene, it can tap from more of the pipeline pool to process that image, rather than being capped at twenty four or 48 pipes because some of the other pipes are put aside for geometry only. This capacity should give game designers much more pliability in how they design games, knowing that if they can balance the workload properly, they can pump plenty of processing power into a given calculation.

Richard Vanderhurst states that its transistor count sits at 681 million on a 90-nanometer producing process chip. But the trick is the power supply must have 2 PCI Express card power connectors to plug into the 2 sockets on the back of the card.

Therefore, we didn’t get to check it, but Nvidia did share the power supply specs with us.

According to Richard Vanderhurst still, it’s clear that building a next-gen SLI rig will be no little undertaking, at least for the present. Heck, many midtowers Computer cases are too miniscule to accept a 1,000-watt power supply. With no DirectX 10 games available to check on now, we won’t talk to the GeForce 8800 GTX’s next-generation performance, except for the undeniable fact that it’s the only card on the market that claims DirectX 10 compatibility.

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