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Sapphire X800

Jun 2,2005 0

2. Features

 

Review Pages

1. Introduction
2. Features
3. A closer look
4. Test System
5. 3DMark05
6. 3DMark03
7. Codecreatures
8. Aquamark3 / 3DMark 2001
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 ATi Radeon X800 - R430
Memory Brand/Model Samsung K4J55323QF-GC20 (2.0ns)
Memory Type 256 MB 256-bit GDDR3
Engine Clock Speed 390MHz
Memory Clock Speed 350MHz (700MHz effective)
Memory Bandwidth 22.4 GB/sec
Pixel Pipelines 12
Vertex Pipelines 6
Fill rate 4.68 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 X800 is based on the latest (but not greatest) processor from ATi, the R430. With 12 pixel pipelines as opposed to 16 on the X800XL and X800XT, the X800 is closer to the X800pro, yet far cheaper. The Vertex engines on the other hand are 6, in all X800 products. However, the clock frequencies for the X800 are lower than that of the PRO as you can see in the table below.

The 256MB GDDR3 and the 256-bit memory bandwidth both point to a high-end graphics card. The memory type used is also extremely good but really goes to waste as the memory clock is set at a much lower frequency than the memory can handle.

X800
X800 Pro
X800 XL
X800 XT
Core(MHz) 390 475 400 540
Memory(MHz) 350(700) 450(900) 490(980) 590(1180)
Pipelines 12 12 16 16
Fill Rate (Gpixels/s) 4.68 5.7 6.4 8.6
Memory Bandwidth(GB/s) 22.4 28.8 31.4 37.8
Aprox. Retail Price $250 $300 $350 $500

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. Codecreatures
8. Aquamark3 / 3DMark 2001
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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