Download latest graphics drivers for AMD/ATI Radeon X1600 and Microsoft Windows Vista 64bit.
Pixel Shader UnitsThe pixel shader units of the Radeon X800 XT: 4 x 4 Pipes = 16 Pixel shader units (upper part of the diagram). The lower image shows a close-up view of the four-unit block.The pixel shader units of the X800, on the other hand, have been given some attention. For example, the number of temporary registers has been increased from 12 to 32. Also, the maximum number of pixel shader instructions has grown from 120 to 1536 (512 each for vectors, scalars and textures).
The memory management of the F-buffer has also been improved. The F-buffer theoretically allows the use of infinitely long pixel shader programs by caching pixels as they leave the pixel pipeline and making them available to pixel shader programs for new calculations. Another improvement is that now, only the pixels actually used by a shader program are saved, and not the entire frame of a scene.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.
Imagine not being able to distinguish between a movie playing on your TV and a game running on your PC; where the line between real-time 3D graphics and prerendered cinematic effects is completely blurred. Once again, NVIDIA introduces groundbreaking new hardware technologies in the GeForce 6 Series of graphics processing units (GPUs) that push 3D real-time graphics one step closer to film quality. These newest GPUs provide the hardware brainpower developers need to create stunning, real-time 3D effects in their games and applications, and the hardware muscle to keep your system performing at top speeds.Advanced TechnologiesThe third-generation of the NVIDIA® CineFX™ engine unleashes the power of the latest NVIDIA GPUs and streamlines the creation of complex visual effects. Through the power of the Microsoft® DirectX® 9.0 Shader Model 3.0 and OpenGL® 1.5 APIs, programmers can now develop shader programs utilizing these technologies and techniques:Nalu: from the NVIDIA tech demo. Infinite length shader programs: With CineFX 3.0 there are no hardware-imposed limitations on shader programs.
The technology and speed advancements of CineFX 3.0 ensure that longer programs will run blazingly fast. Dynamic flow control: Additional looping/branching options and new subroutine call/return functions give programmers even more choices for writing efficient shader programs. Displacement mapping: CineFX 3.0 allows vertex processing with textures, providing a new level of depth and realism to every component, surface, and character in a scene.
Displacement mapping allows developers to make subtle changes in a model’s geometry with very little computational cost. Vertex frequency stream divider: Effects can be efficiently applied to multiple characters or objects in a scene, providing individuality where models are otherwise identical. Multiple Render Target (MRT) technology: MRTs allow for deferred shading, a technique where the lighting of a scene can be done after rendering all of the geometry, eliminating multiple passes through the scene. Photorealistic lighting can be created while avoiding unnecessary processing time for pixels that do not contribute to the visible portions of an image.Advanced Visual EffectsWith the increased horsepower provided by the CineFX 3.0 engine, developers can create more unique game features and effects than ever before.
New effects include subsurface scattering, providing depth and realistic translucence to skin and other surfaces; soft shadows for sophisticated lighting effects; accurately represented environmental and ground shadows; and global illumination for incredibly photorealistic lighting. All of these effects can be combined to create intricate, detailed, true-to-life scenes that completely immerse you in the game environment.NVIDIA CineFX 3.0 is poised to unleash a new level of programming creativity. With full DirectX 9.0 Shader Model 3.0 support, the newest GeForce GPUs will soon power a new generation of games with unmatched realism, digital worlds with mind-blowing complexity, and lifelike characters that move through cinematic-quality environments. Previously, highly complex effects were not possible without sacrificing performance and precision, because of long shader programs that required many computational passes. Now, with the NVIDIA GeForce 6 Series and its CineFX 3.0 engine, groundbreaking effects can be created without compromising performance.