ATI HD3870 X2 Review
Former staff writer - January 27, 2008» Discuss this article (30)
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Specifications:
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Transistors
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~1.3 billion
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Manufacturing Process
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55nm
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Stream Processors
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640
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Texture Units
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32
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Render Back-Ends
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32
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Core Clock Speed
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825+ MHz
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Memory Clock Speed
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900 MHz
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Math Processing Rate (Multiply-Add)
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> 1+ TeraFLOPS
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DirectX Support
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10.1
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Tessellation Unit
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Yes
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UVD
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Yes
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ATI PowerPlay
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Yes
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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

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