Le site DaylyTech nous dévoile quelques informations intéressantes sur la prochaine carte graphique haut de gamme du constructeur ATI, la Radeon X1900.
Un peu en avance sur les recommandations du constructeur (Rien avant le 24 Janvier 2006), ce site met en ligne les pages les plus intéressantes du guide en format PDF fournit avec cette carte.
Nous pouvons voir les caractéristiques techniques, les recommandations pour le montage, des explications sur les connectiques, les possibilités de branchements, une description assez complète du Catalyst Control Center , une présentation de la technologie CrossFire et un petit lexique des termes employés dans l’univers de la 3D des cartes graphiques.
Voici juste un petit extrait :
Graphic Features
- Native PCI Express® X16 bus support.
- 256MB or 512 MB GDDR3 on-board memory.
- Full support for Microsoft® DirectX® Shader Model 3.x.
- High performance Ultra-Threaded shader engine.
- Eight vertex shader processors.
- Forty-eight pixel shader processors.
- 512-bit internal ring-bus memory controller.
- 256-bit 8-channel memory interface.
- Native PCI Express® x16 bus interface.
SmoothVision™
- Full-scene anti-aliasing method that smooths uneven edges and
improves blurred images. - 2x/4x/6x Anti-aliasing modes with a loss-less compression up to a
ratio of 6:1 at all resolutions. - 2x/4x//8x/16x Anisotropic Filtering modes with up to 128-tap
texture filtering.
HyperZ™
- Ensures optimal hardware performance by discarding irrelevant
object data that is not visible to the user. - Conserves video memory bandwidth.
- Loss-less Z-buffer compression
- Z Cache optimized for real-time shadow rendering.
VideoShader™
- Seamlessly integrates pixel shaders with video in real time.
- All format DTV/HDTV decoding.
- Adaptive Per-Pixel- De-interlacing and Frame Rate Conversion.
512-bit Ring Bus Memory Controller
- Programmable intelligent arbitration logic.
- New fully associative texture, color, and Z/stencil cache designs.
- Hierarchal Z-buffer with Early Z test.
- Lossless Z Compression (up to 48.1)
- Fast Z-Buffer Clear.
- Z Cache optimized for real-time shadow rendering.
- Optimized for performance at high display resolutions, including
widescreen HDTV resolutions.
Ultra-Threaded Shader Engine
- Support for Microsoft® DirectX® 9.0 Shader Model 3.0
programmable vertex and pixel shaders in hardware. - Full speed 128-bit floating point processing.
- Up to 512 simultaneous pixel threads.
- Dedicated branch execution units for high performance dynamic
branching and flow control. - Dedicated texture address units for improved efficiency.
- High resolution texture support (up to 4k x 4k).
- Up to 1,536 instructions per rendering pass.
- 3Dc+ texture compression
- High quality 4:1 compression for normal maps and luminance
maps. - Works with any single-channel or two-channel data format.
- Multiple Render Target (MRT) support.
- Render-to-vertex buffer support.
- Complete feature set also supported in OpenGL® 2.0
High Dynmic Range(HDR) Rendering
- 64-bit floating point HDR supported throughout the pipeline
- Includes support for blending and multi-sample anti-aliasing.
- High precision 10:10:10:2 integer format support.
- Includes support for blending and multi-sample anti-aliasing.
- 2x/4x/6x Anti-Aliasing modes
- Sparse multi-sample algorithm with gamma correction,
programmable sample patterns, and centroid sampling. - New Adaptive Anti-Aliasing modes.
- Temporal Anti-Aliasing mode.
- Lossless Color Compression (up to 6:1) at all resolutions,
including widescreen HDTV resolutions.
- 2x/4x/8x/16x Anisotropic Filtering modes
- Up to 128-tap texture filtering.
- Adaptive algorithm with performance and quality options.
Pour lire ce document dans son intégralité : C’est ici