NVIDIA's GeForce 7800 GTX Hits The Ground Running
by Derek Wilson on June 22, 2005 9:00 AM EST- Posted in
- GPUs
No More Shader Replacement
The secret is all in compilation and scheduling. Now that NVIDIA has had more time to work with scheduling and profiling code on an already efficient and powerful architecture, they have an opportunity. This generation, rather than build a compiler to fit hardware, they were able to take what they've learned and build their hardware to better fit a mature compiler already targeted to the architecture. All this leads up to the fact that the 7800 GTX with current drivers does absolutely no shader replacement. This is quite a big deal in light of the fact that, just over a year ago, thousands of shaders were stored in the driver ready for replacement on demand in NV3x and even NV4x. It's quite an asset to have come this far with hardware and software in the relatively short amount of time NVIDIA has spent working with real-time compilation of shader programs.All these factors come together to mean that the hardware is busy more of the time. And getting more things done faster is what it's all about.
So, NVIDIA is offering a nominal increase in clock speed to 430MHz, just a little more memory bandwidth (256bit memory buss running at a 1.2GHz data rate), 1.33x vertex pipelines, 1.5x pixel pipelines, and various increases in efficiency. These all work together to give us as much as double the performance in extreme cases. If the performance increase can actually be realized, we are looking at a pretty decent speed increase over the 6800 Ultra. Obviously, in the real world we won't be seeing a threefold performance increase in anything but a bad benchmark. In cases where games are CPU limited, we will likely see a much lower increase in performance, but performance double that of the 6800 Ultra is entirely possible in very shader limited games.
In fact, EPIC reports that under certain Unreal Engine 3 tests they currently see two to 2.4x improvements in framerate over the 6800 Ultra. Of course, UE3 is not finished yet and there won't be games out based on the engine for a while. We don't usually like reporting performance numbers from software that hasn't been released, but even if these numbers are higher than we will see in a shipping product, it seems that NVIDIA has at least gotten it right for one developer's technology. We are very interested in seeing how next generation games will perform on this hardware. If we can trust these numbers at all, it looks like the performance advantage will only get better for the GeForce 7800 GTX until Windows Graphics Foundation 2.0 comes along and inspires new techniques beyond SM3.0 capabilities.
Right now, each triangle that gets fed through the vertex pipeline, there are many pixels inside the object that needs her help.
Bringing It All Together
Why didn't NVIDIA build a part with unified shaders?
Every generation, NVIDIA evaluates alternative architectures, but at this time they don't feel that a unified architecture is a good match to the current PC landscape. We will eventually see a unified shader architecture from NVIDIA, but it will not likely be until DirectX itself is focused around a unified shader architecture. At this point, vertex hardware doesn't need to be as complex or intricate as the pixel pipeline. As APIs develop more and more complex functionality it will be advantageous for hardware developers to move towards a more generic and programmable shader unit that can easily adapt to any floating point processing need.
As pixel processing is currently more important than vertex processing, NVIDIA is separating the two in order to focus attention where it is due. Making hardware more generic usually makes it necessarily slower, but explicitly targeting a specific aspect of something can often improve performance a great deal.
When WGF 2.0 comes along and geometry shaders are able to dynamically generate vertex data inside the GPU we will likely see an increased burden on vertex processing as well. Being able to programmatically generate vertex data will help to remove the burden on the system to supply all the model data to the GPU.
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swatX - Wednesday, June 22, 2005 - link
THE SLI is meant to played on high res.. if you got money to brn on SLI then i am damn sure you got money to burn on a 19" monitor ;)CtK - Wednesday, June 22, 2005 - link
can Dual Display be used in SLi mode??Johnmcl7 - Wednesday, June 22, 2005 - link
In general 6600GT SLI performance seems a bit random, in some cases it's really good as with BF2 but in others not as good as a 6800GT.John
bob661 - Wednesday, June 22, 2005 - link
Anyone notice how a SLI'd 6600GT is just as quick as a 6800 Ultra in BF2?R3MF - Wednesday, June 22, 2005 - link
give me some details on the 7800 and 7800GTwhat, when, and how much?
bob661 - Wednesday, June 22, 2005 - link
#59I am more eager to see how the new midrange cards will perform than these parts but if I had a spare $600 I would jump all over this.
bob661 - Wednesday, June 22, 2005 - link
#56LMAO!!!!
bob661 - Wednesday, June 22, 2005 - link
#44And I thought paying $350 for a video cards was too much then or even before than there was the $200 high end and before that the $100 high end. I balked at all of those prices but I understood why they were prices as such and didn't bitch everytime the costs went up. The bar keeps being raised and the prices go with it. Inflation, more features and the fact that most of us here can afford $350 video cards pushes the cost of new PREMIUM cards higher by the year. It's only going to go up unless either people quit buying the high end cards or the manufatucrers find a magical process to reduce costs dramatically.
Johnmcl7 - Wednesday, June 22, 2005 - link
You're quite right, there's always a premium for the best, I don't see any difference here, no-one is being forced to buy this graphics card. As usual, I'll wait until something offers me a better price/performance ratio over my current X850XT/6800 Ultra duo.John
Avalon - Wednesday, June 22, 2005 - link
Seems to be a problem with the last Knights of the Old Republic 2 graph. Both 7800GTX setups are "performing" less than all the other cards benched. Despite all the mistakes, it still seems like I was right in that this card is made for those who play at high resolutions. Anyone with an R420 of NV40 based card that plays at 16x12 or less should probably not bother upgrading, unless they feel the need to.