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ATI Radeon HD 4870/4850 Performance Preview
June 25, 2008   Brandon Sandman Bell > [View My Other Articles]
Product Info | User Reviews | Article Images(23) | Image Gallery | Comments | Forum Thread
The specs


ATI lovingly refers to the architecture behind RV770 as their Terascale graphics engine. This moniker is an obvious nod at its distinction as the first desktop graphics card to break the 1 TeraFlop mark (Radeon 4870 actually boasts 1.2 TeraFlops), and as you can see the new GPU boasts some impressive specs:

Specifications

Unified Superscalar Shader Architecture

800 stream processing 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
  • Up to 160 texture fetches per clock cycle
  • Up to 128 textures per pixel
  • DXTC and 3Dc+ texture compression
  • High resolution texture support (up to 8192 x 8192)
  • Physics processing support

    Microsoft® DirectX® 10.1 support
  • Shader Model 4.1
  • 32-bit floating point texture filtering

    OpenGL 2.0 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
  • Gamma correct
  • Super AA (ATI CrossFireX™ 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

    ATI Avivo™ HD Video and Display Platform
  • 2nd generation Unified Video Decoder (UVD 2)
  • Enabling hardware decode acceleration of H.264, VC-1 and MPEG-2
  • Dual stream playback (or Picture-in-picture)
  • Hardware MPEG-1, and DivX video decode acceleration
  • Motion compensation and IDCT
  • ATI Avivo Video Post Processor
  • New enhanced DVD upconversion to HD new!
  • New automatic and dynamic contrast adjustment new!
  • Color space conversion
  • Chroma subsampling format conversion
  • Horizontal and vertical scaling
  • Gamma correction
  • Advanced vector adaptive per-pixel de-interlacing
  • De-blocking and noise reduction filtering
  • Detail enhancement
  • Inverse telecine (2:2 and 3:2 pull-down correction)
  • Bad edit correction
  • Full score in HQV (SD) and HQV (HD) video quality benchmarks

    Two independent display controllers
  • Drive two displays simultaneously with independent resolutions, refresh rates, color controls and video overlays for each display
  • Full 30-bit display processing


    Two integrated DVI display outputs
  • Primary supports 18-, 24-, and 30-bit digital displays at all resolutions up to 1920x1200 (single-link DVI) or 2560x1600 (dual-link DVI)
  • Two integrated 400MHz 30-bit RAMDACs
  • Each supports analog displays connected by VGA at all resolutions up to 2048x15363
  • DisplayPort™ output support
  • Supports 24- and 30-bit displays at all resolutions up to 2560x16003
  • HDMI output support
  • Supports all display resolutions up to 1920x10803
  • Integrated HD audio controller with up to 2 channel 48 kHz stereo or multi-channel (7.1) AC3 enabling a plug-and-play cable-less audio solution

    Integrated AMD Xilleon™ HDTV encoder
  • Provides high quality analog TV output (component/S-video/composite)
  • Supports SDTV and HDTV resolutions
  • Underscan and overscan compensation
  • MPEG-2, MPEG-4, DivX, WMV9, VC-1, and H.264/AVC encoding and transcoding
  • Seamless integration of pixel shaders with video in real time
  • VGA mode support on all display outputs

    ATI PowerPlay™
  • Advanced power management technology for optimal performance and power savings
  • Performance-on-Demand
  • Constantly monitors GPU activity, dynamically adjusting clocks and voltage based on user scenario
  • Clock and memory speed throttling
  • Voltage switching
  • Dynamic clock gating
  • Central thermal management – on-chip sensor monitors GPU temperature and triggers thermal actions as required

    ATI CrossFireX™ Multi-GPU Technology
  • Scale up rendering performance and image quality with two GPUs
  • Integrated compositing engine
  • High performance dual channel bridge interconnect

    956 million transistors on 55nm fabrication process
    PCI Express 2.0 x16 bus interface
    256-bit GDDR3/GDDR5 memory interface




    Notes

    Numbers that jump out at you are obviously the increase in the number of stream processors – up from 320 in R600 to 800 in RV770! This increase (along with several others) bumps the transistor count from 666 million in RV670 up to 965 million transistors in RV770. Illustrating RV770’s efficiency, ATI was able to pull this off with a die that’s only about 30% larger than RV670, despite the fact that both GPUs are made on the same 55-nm manufacturing process. All the key features found in RV670 remain, such as DirectX 10.1 support, the tessellation unit, and PCI Express 2.0, while ATI’s added a tweaked unified video decoding engine that boasts new capabilities while the chip boasts a new microcontroller that constantly monitors thermal and activity usage of various blocks within the GPU. The microcontroller controls clock gating, clock speeds, and voltages to ensure the GPU is running at peak power efficiency.

    You also can’t miss ATI’s nod to GPU-based physics in the specs listed above. ATI has partnered with archrival Intel (who owns Havok) to make this possible. While both sides haven’t announced anything specific yet when it comes to implementation, we’ve been told that they’re actively looking into areas where it makes sense for the GPU to handle physics rather than the CPU. In those cases RV770 would presumably be used to handle those specific effects rather than the CPU.

    Basically they’re not looking to replace the CPU for handling in-game physics anytime soon, but complement it. We’ll have to wait for more details on which games may potentially take advantage of the technology though.



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