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Performance Leap: NVIDIA GeForce 6800 Ultra
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1:00 PM - April 14, 2004 by
Lars Weinand
Source: Tom's Hardware US – Keywords: performance, leap
Topics: NVIDIA
Syndication:
Source: Tom's Hardware US – Keywords: performance, leap
Topics: NVIDIA
Syndication:
Table of Contents:
16 –
More Goodies
- 1 – Introduction
- 2 – NV40 Alias GeForce 6800 Ultra
- 3 – The GeForce Compared To The Rest Of Its Class
- 4 – The Hardware
- 5 – The Hardware, Continued
- 6 – The Hardware, Continued
- 7 – The Hardware, Continued
- 8 – Cine FX 3.0
- 9 – Pixel Processing Engine
- 10 – Pixel Processing Engine
- 11 – Vertex Engine
- 12 – Shader Model 3.0
- 13 – ROP Pixel Pipelines (Raster Operations)
- 14 – Possible Applications And Other Peculiarities
- 15 – Displacement Mapping
- 16 – More Goodies
- 17 – Video Processor
- 18 – Video Processor, Continued
- 19 – ForceWare 60 Driver
- 20 – Power Consumption
- 21 – Power Consumption, Continued
- 22 – Video Acceleration Tests
- 23 – Test Setup
- 24 – Benchmarks
- 25 – Unreal Tournament 2004, Continued
- 26 – Unreal Tournament 2004, Continued
- 27 – Unreal Tournament 2004, Continued
- 28 – Call Of Duty
- 29 – Call Of Duty, Continued
- 30 – Call Of Duty, Continued
- 31 – Call Of Duty, Continued
- 32 – AquaMark 3
- 33 – AquaMark 3, Continued
- 34 – X2 - The Threat
- 35 – X2 - The Threat, Continued
- 36 – Breed Demo
- 37 – Breed Demo, Continued
- 38 – Colin McRae Rally 4 Demo
- 39 – Colin McRae Rally 4 Demo, Continued
- 40 – Nascar Thunder 2004
- 41 – Halo - Combat Evolved
- 42 – FarCry
- 43 – FarCry, Continued
- 44 – Image Quality - FSAA
- 45 – Image Quality - Anisotropic
- 46 – Image Quality - Anisotropic, Continued
- 47 – Shader Quality - FarCry
- 48 – Image Quality - Summary
- 49 – Conclusion
More Goodies

The GeForce 6800 is the first NVIDIA card to support High-Dynamic-Range rendering following the OpenEXR standard. NVIDIA calls this feature HPDT technology. This gives game developers the choice of using the OpenEXR method, with its more precise colors, in instead of the well-known sRGB HDR method. You can learn more at the Industrial Light & Magic (ILM) .

Translucency and varied levels of light penetration can be created using subsurface scattering effects.

NVIDIA example for the use of Multiple Render Targets (MRT).
-
16 – More Goodies
- 1 – Introduction
- 2 – NV40 Alias GeForce 6800 Ultra
- 3 – The GeForce Compared To The Rest Of Its Class
- 4 – The Hardware
- 5 – The Hardware, Continued
- 6 – The Hardware, Continued
- 7 – The Hardware, Continued
- 8 – Cine FX 3.0
- 9 – Pixel Processing Engine
- 10 – Pixel Processing Engine
- 11 – Vertex Engine
- 12 – Shader Model 3.0
- 13 – ROP Pixel Pipelines (Raster Operations)
- 14 – Possible Applications And Other Peculiarities
- 15 – Displacement Mapping
- 16 – More Goodies
- 17 – Video Processor
- 18 – Video Processor, Continued
- 19 – ForceWare 60 Driver
- 20 – Power Consumption
- 21 – Power Consumption, Continued
- 22 – Video Acceleration Tests
- 23 – Test Setup
- 24 – Benchmarks
- 25 – Unreal Tournament 2004, Continued
- 26 – Unreal Tournament 2004, Continued
- 27 – Unreal Tournament 2004, Continued
- 28 – Call Of Duty
- 29 – Call Of Duty, Continued
- 30 – Call Of Duty, Continued
- 31 – Call Of Duty, Continued
- 32 – AquaMark 3
- 33 – AquaMark 3, Continued
- 34 – X2 - The Threat
- 35 – X2 - The Threat, Continued
- 36 – Breed Demo
- 37 – Breed Demo, Continued
- 38 – Colin McRae Rally 4 Demo
- 39 – Colin McRae Rally 4 Demo, Continued
- 40 – Nascar Thunder 2004
- 41 – Halo - Combat Evolved
- 42 – FarCry
- 43 – FarCry, Continued
- 44 – Image Quality - FSAA
- 45 – Image Quality - Anisotropic
- 46 – Image Quality - Anisotropic, Continued
- 47 – Shader Quality - FarCry
- 48 – Image Quality - Summary
- 49 – Conclusion
- Previous page Displacement Mapping
- Next page Video Processor