RegisterHomeNewsForumsArticlesDownloadsSearchContact usChat
Already a member? Sign in.
DriverScanner


Main Menu
» Home
» News
» Forums
» Articles
» Downloads
» Chat
» Search
» Register
» User CP
» Tag Cloud
» Disclaimer
» Submit News
» Contact Us
Follow Us
» Facebook
» Twitter
» Steam
» YouTube
» RSS Feed

Articles
Asus Extreme N7800GT Review
Asus Extreme N7800GT Review Published on September 21th, 2005




Introduction
Asus doesn't really need any further introduction. Most people out there know who Asus are and what they stand for. Those of you who don't know; Asus won 1171 awards in 2004 from the worlds most respected IT media and organizations.

* Business Week ranked ASUS amongst its "InfoTech top 100" for the eighth straight year
* Toms Hardware Guide, the worlds largest IT website, selected ASUS as the best maker of motherboards (4 consecutive years) and graphics cards (two consecutive years)
* They took home the prestigious "National Award of Excellence" presented by the Ministry of Economic Affairs and Germanys Industry Forum (iF) Award for industrial design excellence

That says lot about Asus as a company, I have had the pleasure to own many Asus products myself from mother boards to graphics cards to CD/DVD drives and I was always very pleased with the excellent build quality. Thanks to these previous experiences, the first words that come to mind when thinking about Asus are outstanding performance and quality. I was happy when I got the chance to review their latest offering, the Asus Extreme N7800GT. This card is based on the G70, NVIDIA 7800GT design.


Architecture NV40 G70 G70
Card Geforce 6800 Ultra Geforce 7800GTX Geforce 7800GT
Memory Interface 256-bit 256-bit 256-bit
Memory Bandwidth (GB/s) 35.2 38.4 32
Fill Rate (Megapixels) 6400 6800 6400
Manufacturing Process 0.13nm 0.11nm 0.11nm
Pixel Pipelines 16 24 20
Transistor Count 220M 302M 302M
Vertex Pipelines 6 8 7
Core Clock 400 430 400
Memory Clock 1100 1200 1000
Memory Size
256Mb 256Mb 256Mb


In June this year NVIDIA shocked the world by releasing a new high end graphics chip, the G70. The Geforce 7800GTX was available the same day NVIDIA announced it. 2 months down the road in August, they did it again. This time it was the Geforce 7800GT and it was also available at launch. This is how is should be and not paper launch a graphics card like both NVIDIA and ATI have done in the past. NVIDIA has certainly raised the bar so let's hope this becomes the normal trend and not just a one time deal.

And as many of you are aware of the 7800GTX is still the king of the hill. No readily available competitor's graphic cards can currently compete. The only downside to the 7800GTX is the price, the cost is roughly $600 and not many people has that kind of money to spend on just a graphics card. Fear not my friends; the Asus Extreme is here to save the day. You can find the Asus 7800GT for as little as $410; that's $200 cheaper than the GTX, $150 cheaper than the ATI X850XT PE and $100 cheaper than the 6800 Ultra.

Why is it cheaper? The 7800GT has 20 pixel pipelines compared to 24 the 7800GTX has. It only has 7 vertex pipe lines compared to the 8 the GTX has. The other major differences are the 200 MHz lower clock speed on the memory and 30 MHz lower speed on the core. Very soon we will find out how that impacts performance compared to the 7800GTX. The 7800GT features are identical to the 7800GTX and is of course SLI ready as well.


Scalable Link Interface (SLI)
SLI is a method for linking two (or possibly more) video cards together to produce a single output. Back in 1998 3dfx introduced a technology called Scan Line Interleave and was used in the Voodoo 2 line of graphics technology. With the introduction of the NV40 NVIDIA reintroduced the technology in 2004 and of course G70 is also supporting this technology.
With SLI, in theory it is possible to roughly double the amount of graphic power by adding a second video card. A single GPU is supported by an x16 PCI-e slot, which can be reprogrammed to two x8 PCI-e slots to support two video cards in SLI mode. The Forceware drivers distribute the workload in 2 ways. SFR (Split Frame Rendering splits the workload 50/50 between the 2 GPU's and AFR (Alternate Frame Rendering) in which one GPU processes the current frame, while the next frame is processed by the second card.


Shader Model 3.0
Shader Model 3.0 is the latest DirectX 9 has to offer, Shader Model 3.0 introduced, Vertex Texture Fetch, Geometry Instancing, and Dynamic Branching. Many of you have heard of HDR (High Dynamic Range Rendering) which more games have now begun to support. The first game to support Shader Model 3.0 and HDR was Far Cry. With HDR enabled Far Cry became a new game considering how realistic it looked. There was a downside as well; the performance hit was often quite big. Now with the G70, NVIDIA has greatly improved the HDR performance compared to the NV 40.

There are many different HDR effects that can be applied:

* Blooming is used by designers to create a "blurred effect" on the bright edges in a scene, emulating a cameras overexposure.

* HDR Skybox is authored by painting multiple exposures of the sky to allow for real-time exposure adjustment.

* HDR Cube Maps are generated by the engine, using the HDR skybox in conjunction with the HDR light sources and HDR light maps. HDR Cube Maps allow for an objects reflection to be cast in a manner that more accurately corresponds with the brightness of the source.

* HDR Refraction Effect is when HDR light is transmitted through refractive materials, and takes on the relevant properties of those materials.

* HDR Light Maps are generated through a radiosity process, taking light bounces/global illumination into account.

* Exposure Control enables "eye adjustments" to allow you to see a different range of details in dark scenes and in over bright areas.

Most games that have been developed in the past year and support Shader Model 3.0 has most likely had NVIDIA hardware available during for the development process. NVIDIA has been alone on that front as ATI chose not to implement Shader Model 3.0 in their current generation of Graphic Cards.



As mentioned in previous articles, I really like HDR. It adds a far more realistic look to your games with it enabled. With the Asus Extreme N7800GT you will have no problem enjoying your gaming experience at full quality. More games are starting to take advantage of HDR rendering, the newly released Splinter Cell, the upcoming Unreal Tournament 2007 and the soon to be released Half-Life 2 Lost coast map to name a few. The only drawback to HDR is of course that you cannot enable AA.


Intellisample 4.0
* Advanced 16x anisotropic filtering (with up to 128 Taps)
* Blistering-fast antialiasing and compression performance
* Gamma-adjusted rotated-grid antialiasing removes jagged edges for incredible image quality
* Transparency multisampling and transparency supersampling modes boost antialiasing quality to new levels
* Support for normal map compression
* Support for advanced lossless compression algorithms for color, texture, and z-data at even higher resolutions and frame rates
* Fast z-clear

The Asus Extreme N7800GT also has support for the two new antialiasing modes that where introduced with the 7800GTX, transparency adaptive supersampling and transparency adaptive multisampling which according to NVIDIA increase the quality and performance of antialiasing.




Transparency adaptive super sampling and multisampling take additional Texel samples and antialiasing passes to enhance the quality of thin-lined objects such as chain link fences, trees, and vegetation. These types of objects are generally rendered on very simple polygon models (or even one polygon). The complexity of the final image (a group of branches or vegetation) comes from the texture that is mapped onto the polygon. Conventional antialiasing does not help this situation, because the edges of the vegetation or branches are actually inside the projected texture. Pixels inside a polygon are not touched by current antialiasing methods.

Transparency adaptive multisampling also improves antialiasing quality - with even higher levels of performance because one texel sample is used to calculate surrounding subpixel values. Although transparency adaptive multisampling is not as high quality as the super sampling method, its increased efficiency balances improved image quality and high levels of performance. The visual improvements of adaptive supersampling are obvious when compared to generic supersampling/multisampling approaches.



Once you get used to TAA you will have a hard time giving it up, I know I have and the performance impact is so small as well that you don't have to give it up.


CineFX 4.0
* Vertex Shaders
* Support for Microsoft DirectX 9.0 Vertex Shader 3.0
* Displacement mapping
* Geometry instancing
* Infinite length vertex programs
* Pixel Shaders
* Support for DirectX 9.0 Pixel Shader 3.0
* Full pixel branching support
* Support for Multiple Render Targets (MRTs)
* Infinite length pixel programs
* Next-Generation Texture Engine
* Accelerated texture access
* Up to 16 textures per rendering pass
* Support for 16-bit floating point format and 32-bit floating point format
* Support for non-power of two textures
* Support for sRGB texture format for gamma textures
* DirectX and S3TC texture compression
* Full 128-bit studio-quality floating point precision through the entire rendering pipeline with native hardware support for 32bpp, 64bpp, and 128bpp rendering modes

According to NVIDIA the new CineFX 4,0 engine includes support for Microsoft's Longhorn using the Windows Graphics Foundation 1.0. CineFX 4.0 also supports Ultrashadow II; a feature NV 40 introduced about 15 months ago with the previous generation of cards.


PureVideo
* Adaptable programmable video processor
* High-definition MPEG-2 and WMV9 hardware acceleration
* Spatial-temporal de-interlacing
* Inverse 2:2 and 3:2 pull-down (Inverse Telecine)
* 4-tap horizontal, 5-tap vertical scaling
* Overlay color temperature correction
* Microsoft Video Mixing Renderer (VMR) supports multiple video windows with full video quality and features in each window
* Integrated HDTV output

According to NVIDIA, the implementation of the technology ensures smooth playback of high definition MPEG -2 and Windows Media Video files through NVIDIA hardware, without relying heavily on the host CPU.




With that in mind, I moved my PC to the living room and fired up some High Definition material and, well I had a hard time picking my chin up from the floor when I saw it on the Plasma TV. It looks absolutely stunning and the Asus Extreme N7800GT takes the load off the CPU very well. According to task manager the cpu load was about 22-30% on my AMD64 3800+ and in some cases topping to 40%.




The N7800GT has the power to play all the current and upcoming games extremely well and as a bonus it has the built in PureVideo engine that supports de-interlacing with HD resolutions up to 1080i. The PureVideo engine is programmable and will make new video features easier to implement. It will also be able to support new video formats through driver updates, the N7800GT supports WMV-HD decode acceleration that can offload video decoding from the CPU onto the GPU up 40%.


( 1 | 2 | 3 | 4 )

Recent Headlines





Powered by vBulletin from vBulletin Solutions, Inc.
Search Engine Friendly URLs by vBSEO

User Agent   Archive   Copyright © 2013 NGOHQ.com - All Rights Reserved   Disclaimer   Top