ATi's X800 Pulls Off Another Coup in the Graphics Performance War

Pixel Shader Units

A detailed look at a pixel shader pipeline (see diagram 1*).

ROP in detail (see diagram 2*).

A real innovation that the X800 brings to the table is called 3Dc, which is part of the texture unit. This abbreviation stands for a feature that promises compression of Normal Maps in hardware. You can find more information about 3Dc further down in the article.

The Hyper Z unit has also been revised. Not only does it operate faster now, it can also be employed in higher resolutions such as 1600x1200 or 1920x1080 as well. Of course, its performance also increases with the number of pixel pipelines. The same holds true for Color Compression, too.

Like its predecessors, the X800 only supports DirectX 9.0, meaning it is limited to PixelShader 2.0. On top of that, per component floating point precision is still restricted to a maximum of 24 bits. Again, on paper this looks like a clear disadvantage compared to NVIDIA's newest brainchild, which can woo buyers by offering 32 bit floating point precision as well as DirectX 9.0c (ShaderModel 3.0) support. For now, it's hard to tell whether the lack of these features will actually turn out to be a disadvantage for existing hardware and software. Of course, at some point in the future it will become noticeable, but it remains to be seen how far off that time is.