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Connect3D X800XL

May 12,2005 0

2. Features

 

Review Pages

1. Introduction
2. Features
3. A closer look
4. Test System
5. 3DMark05
6. 3DMark03
7. Aquamark3 / 3DMark 2001
8. Codecreatures
9. Half life 2
10. Doom 3
11. Far Cry
12. Thief 3
13. Colin McRae 05
14. Ground Control II
15. Overclocking
16. Conclusion

 

Main Features
GPU Radeon X800 XL - R430
Memory Brand/Model Samsung K4J55323QF-GC20 (2ns)
Memory Type 256 MB 256-bit GDDR3
Engine Clock Speed 400MHz
Memory Clock Speed 490MHz
Memory Bandwidth 31.4 GB/sec
Pixel Pipelines 16
Vertex Pipelines 6
Fill rate 6.4 Giga pixels /sec
DX Support 9.0
OpenGL Support 1.5
Output VGA / DVI-I / D-Sub
Bus AGP 4X/8X
Processing technology 0.11 micron

The X800XL card utilizes ATi's chipset, codenamed R430. The R430 is equipped with 16 pixel pipelines and 6 vertex engines just like the X800XT and unlike the 12-pipeline X800 Pro. This fact makes the XL more like like a lower-clocked X800XT. Also, unlike its predecessors, it is manufactured through a 0.11 micron process.

The GPU clock of the X800XL ticks at 400MHz. That's 120MHz less than the X800 XT PE which unfortunately, is a very large difference to expect to cover through overclocking. The frequency for the 2ns Samsung memory modules is by stock set at 490MHz.

In the following table you can see a sum-up of the major differences between the most popular high-end ATi cards:

X800
X800 Pro
X800 XL
X800 XT
Core(MHz) 400 475 400 540
Memory(MHz) 350(700) 450(900) 490(980) 590(1180)
Pipelines 8 12 16 16
Fill Rate (Gpixels/s) 4.8 5.7 6.4 8.6
Memory Bandwidth(GB/s) 22.4 28.8 31.4 37.8

SMARTSHADER! HD
Full hardware acceleration of Microsoft® DirectX® 9.0 programmable vertex and pixel shaders in hardware
DirectX 9.0 Vertex Shaders
- Vertex programs up to 65,280 instructions with flow control
- Single cycle trigonometric operations (SIN & COS)
DirectX 9.0 Extended Pixel Shaders
- Up to 1,536 instructions and 16 textures per rendering pass
- 32 temporary and constant registers
- Facing register for two-sided lighting
- 128-bit, 64-bit & 32-bit per pixel floating point color formats
- Multiple Render Target (MRT) support
Complete feature set supported in OpenGL®
via extensions

SMOOTHVISION! HD
2x/4x/6x Anti-Aliasing modes Sparse multi-sample algorithm with gamma correction, programmable sample patterns, and centroid sampling Lossless Color compression (up to 6:1) at all resolutions, including widescreen HDTV resolutions Temporal Anti-Aliasing 2x/4x/8x/16x Anisotropic Filtering modes
- Up to 128-tap texture filtering per AA sample
- Adaptive anisotropic filtering algorithm with bilinear (performance) and trilinear (quality) options

HYPER Z! HD
3-level Hierarchical Z-Buffer with Early Z Test
Lossless Z-Buffer 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

VIDEOSHADER! HD
Seamless integration of pixel shaders and video in real time
FULLSTREAM™ video de-blocking technology for Real, DivX, WMV9 and WMV10 formats
VIDEOSOAP™ noise removal filtering for captured video
MPEG1/2/4 decode and encode acceleration DXVA support Hardware Motion Compensation, iDCT, DCT and color space conversion
All-format DTV/HDTV decoding
Adaptive Per-Pixel De-Interlacing and Frame Rate Conversion (temporal filtering)

 

Review Pages

1. Introduction
2. Features
3. A closer look
4. Test System
5. 3DMark05
6. 3DMark03
7. Aquamark3 / 3DMark 2001
8. Codecreatures
9. Half life 2
10. Doom 3
11. Far Cry
12. Thief 3
13. Colin McRae 05
14. Ground Control II
15. Overclocking
16. Conclusion

 

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