"G80" To Feature 128-bit HDR, 16X AA
October 5, 2006 11:21 AM
comment(s) - last by
More G80 features abound
As if we mere mortals needed
more reasons to be excited about G80
, here are a couple more tidbits: 128-bit high dynamic-range and antialiasing with 16X sampling.
The high dynamic-range (HDR) engine found in GeForce 7950 and Radeon series graphics cards is technically a 64-bit rendering. This new HDR approach comes from a file format developed by Industrial Light and Magic (
the LucasFilm guys
). In a nutshell, we will have 128-bit floating point HDR as soon as applications adopt code to use it.
OpenEXR's features include
Higher dynamic range and color precision than existing 8- and 10-bit image file formats.
Support for 16-bit floating-point, 32-bit floating-point, and 32-bit integer pixels. The 16-bit floating-point format, called "half", is compatible with the half data type in NVIDIA's Cg graphics language and is supported natively on their new GeForce FX and Quadro FX 3D graphics solutions.
Multiple lossless image compression algorithms. Some of the included codecs can achieve 2:1 lossless compression ratios on images with film grain.
Extensibility. New compression codecs and image types can easily be added by extending the C++ classes included in the OpenEXR software distribution. New image attributes (strings, vectors, integers, etc.) can be added to OpenEXR image headers without affecting backward compatibility with existing OpenEXR applications.
NVIDIA already has 16X AA available for SLI applications. The GeForce 8800 will be the first card to feature 16X AA on a single GPU. Previous generations of GeForce cards have only been able to support 8X antialiasing in single-card configurations.
This new 16X AA and 128-bit HDR will be part of another new engine, similar in spirit to PureVideo and the
Quantum Effects engines
also featured on G80.
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RE: PS3's video chip?
10/5/2006 2:32:03 PM
The PS3's graphics chip is basically a G70 based design as I recall. It was outdated before now.
RE: PS3's video chip?
10/6/2006 5:40:00 AM
It's normal for console having GPU slower than high end PC.
It's non-sense to compare a $2000 high end PC with consoles.
The performance PS3's GPU should come close with 256MB 7800GTX, if programmer can utilize the RSX's Rambus XDR and FlexIO interface properly to overcome the reduced GDDR bandwidth.
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