| GeForce 8 Series Architecture |
|
|
Real-time pricing for Gigabyte GV-N56GSO-1GI |
| Gigabytenode GIGABYTE GeForce GTX 560 Super Overclock 1GB GDDR5 PCI Express 2.0 2x DVI-I mini-HDMI SLI Ready Graphics Card GV-N56GSO-1GI Gigabyte SED-GBTN56GSO-1GI Electronics min |
|
|
|
|
|
| Introduction |
NVidia has just released their new GeForce 8 series, formerly known by its codename, G80. This new series uses a completely different architecture from all other graphic chips, using a unified shader engine. In this article we will explain in details all that is new on this new graphics chip series. GeForce 8 is the first series to support the forthcoming DirectX 10 (Shader 4.0 model). So first let’s talk about what is new in DirectX 10. One of the new things on DirectX 10 is geometry processing. Until now the system CPU was in charge of this task. On DirectX 10 geometry processing can now be done by the graphics chip. Geometry processing smoothes curved surfaces and you can see a better quality on character animation, facial expressions and hair. DirectX 10 provides more resources to the GPU, improving 3D performance. The key differences in GPU resources between DirectX 9 and DirectX 10 you can see in the table below. | Resources | DirectX 9 | DirectX 10 | | Temporary Registers | 32 | 4,096 | | Constant Registers | 256 | 16 x 4,096 | | Textures | 16 | 128 | | Render Targets | 4 | 8 | | Maximum Texture Size | 4,048 x 4,048 | 8,096 x 8,096 |
In the table below you see a comparison between shader models 1.0 (DirectX 8.1), 2.0 (DirectX 9.0), 3.0 (DirectX 9.0c) and 4.0 (DirectX 10). | | Shader 1.x | Shader 2.0 | Shader 3.0 | Shader 4.0 | | Vertex Instructions | 128 | 256 | 512 | 65,536 * | | Pixel Instructions | 4+8 | 32+64 | 512 | 65,536 * | | Vertex Constants | 96 | 256 | 256 | 16 x 4,096 * | | Pixel Constants | 8 | 32 | 224 | 16 x 4,096 * | | Vertex Temps | 16 | 16 | 16 | 4,096 * | | Pixel Temps | 2 | 12 | 32 | 4,096 * | | Vertex Inputs | 16 | 16 | 16 | 16 | | Pixel Inputs | 4+2 | 8+2 | 10 | 32 | | Render Targets | 1 | 4 | 4 | 8 | | Vertex Textures | - | - | 4 | 128 * | | Pixel Textures | 8 | 16 | 16 | 128 * | | 2D Texture Size | - | - | 2,048 x 2,048 | 8,192 x 8,192 | | Int Ops | - | - | - | Yes | | Load Ops | - | - | - | Yes | | Derivatives | - | - | Yes | Yes | | Vertex Flow Control | - | Static | Static/Dynamic | Dynamic * | | Pixel Flow Control | - | - | Static/Dynamic | Dynamic * |
* As DirectX 10 implements unfied architecture as we will discuss in the next page, this number is the total for the whole unified architecture and not for this individual spec. Besides the increase in resources capacity, there are several new features on DirectX 10, but in summary the goal of this new programming model is to reduce the system CPU role on 3D graphics performance – i.e., it tries to avoid the use of the system CPU as much as possible. Of course we will have to wait until DirectX 10 games are released to see these new features in action. Some of the games that will be released based on DirectX 10 include Crysis and Hellgate London. But the main difference between GeForce 8 series and all other graphic chips available today is its unified shader engine, another feature introduced by Shader 4.0 programming model. Let’s talk more about it.
|
| Page 1 of 3 | Next » |
| Print Version | Send to Friend |
Bookmark Article
| Comments (2)
|
|
|
|
Recommended Deal |
 | POWER COLOR AX58301GBD5PPDH
PowerColor ATI Radeon HD5830 PCS 1 GB DDR5 DVI/HDMI/DisplayPort PCI-Express Video Card GBD5-PPDH AX5830 1GBD5-PPDH 41446 Electronics Used and New P
|
|
 Latest News
May 21, 2012 - 9:43 AM PST
May 18, 2012 - 9:07 AM PST
May 17, 2012 - 12:49 PM PST
May 17, 2012 - 12:47 PM PST
May 15, 2012 - 5:17 PM PST
May 15, 2012 - 5:13 PM PST
May 15, 2012 - 5:04 PM PST
May 11, 2012 - 8:56 AM PST
May 10, 2012 - 7:44 AM PST
May 9, 2012 - 9:15 AM PST
 Latest Content
Our Most Popular Articles
1,673,762 views
1,502,691 views
1,227,661 views
1,186,398 views
1,110,701 views
1,003,982 views
818,671 views
702,210 views
672,528 views
642,772 views
Latest Threads in Our Forums
by shriganesh
by MUHAMMAD KHURRAM
by MUHAMMAD KHURRAM
by Delt
by Mr. Smith
by Merman
by Gabriel Torres
by Gabriel Torres
by Mr. Smith
by Merman
|