Welcome Stranger to OCC!Login | Register

ATI HD3870 X2 Review

Former staff writer    -   January 27, 2008
» Discuss this article (30)

Lowest Prices

Specifications:

Transistors
~1.3 billion
Manufacturing Process
55nm
Stream Processors
640
Texture Units
32
Render Back-Ends
32
Core Clock Speed
825+ MHz
Memory Clock Speed
900 MHz
Math Processing Rate (Multiply-Add)
> 1+ TeraFLOPS
DirectX Support
10.1
Tessellation Unit
Yes
UVD
Yes
ATI PowerPlay
Yes

 

Features:

  • 666 million transistors on 55nm fabrication process
  • PCI Express 2.0 x16 GPU bus interface1
  • 256-bit GDDR3/GDDR4 memory interface
  • Ring Bus Memory Controller
  • Fully distributed design with 512-bit internal ring bus for memory reads and writes
  • Microsoft Direct X 10.1 Support
  • Shader Model 4.1
  • 32-bit floating point texture filtering
  • Indexed cube map arrays
  • Independent blend modes per render target
  • Pixel coverage sample masking
  • Read/write multi-sample surfaces with shaders
  • Garter texture fetching
  • Unified Superscalar Shader architecture
  • 320 stream processor units
  • Dynamic load balancing and resource allocation for vertex, geometry, and pixel shaders
  • Common instruction set and texture unit access supported for all types of shaders
  • Dedicated branch execution units and texture address processors
  • 128-bit floating point precision for all operations
  • Command processor for reduced cpu overhead
  • Shader instruction and constant caches
  • Up to 80 texture fetches per clock cycle.
  • Up to 128 textures per pixel
  • Fully associative multi-level texture cache design
  • DXTC and 3Dc+ texture compression
  • High resolution texture support (up to 8192x8192)
  • Fully associative texture Z/stencil cache designs
  • Double-sided Hierarchical Z/stencil buffer
  • Early Z test, RE-z, Z Range optimization, and Fast Z
  • Lossless Z and stencil compression (up to 128:1)
  • Lossless color compression (up to 8:1)
  • 8 Render targets (MRTs) with anti-aliasing support
  • Physics Processing support
  • Dynamic Geometry Acceleration 
  • High performance vertex cache
  • Programmable tessellation unit
  • Accelerated geometry shader path for geometry amplification
  • Memory read/write cache for improved stream output performance
  • Anti-aliasing features
  • Multi-sample anti-aliasing (2,4,or 8 samples per pixel)
  • Up to 24x custom filter anti-aliasing (CFAA) for improved quality
  • Adaptive super-sampling and multi-sampling o Temporal anti-aliasing
  • Gamma correct
  • Super AA (ATI Crossfire configurations only)
  • All anti-aliasing features compatible with HDR Rendering
  • Texture filtering features
  • 2x/4x/8x/16x high quality adaptive anisotropic filtering modes (up to 128 taps per pixel)
  • 128-bit floating point HDR texture filtering o Bicubic filtering
  • sRGB filtering (gamma/digamma) o Percentage Closer Filtering (PCF)
  • Depth and stencil texture (DST) format support
  • Shared exponent HDR (RGBE (9:9:9:5) texture format support



  1. Introduction
  2. Installation & Configuration
  3. Specifications and Features
  4. Features Continued
  5. Testing (Setup, Overclocking & Benchmarks)
  6. Testing: Crysis
  7. Testing: Knights of the Sea
  8. Testing: BioShock
  9. Testing: Call of Duty 4
  10. Testing: World in Conflict
  11. Testing: Call of Jaurez
  12. Testing: 3DMark 06 Professional
  13. Extras
  14. Conclusion
Random Pic
© 2001-2014 Overclockers Club ® Privacy Policy

Also part of our network: TalkAndroid, Android Forum, iPhone Informer, Neoseeker, and Used Audio Classifieds

Elapsed: 0.0262050629