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VBTC Escreveu:A mim não me interesa que consumam mais ou menos já que topo de gama a mim não me diz nada, estou mais interessado da gama media que vira com o G81 e G83. E para já tudo indica que o consumo do R600 seja maior do que o do G80 mas não para os valores que varios sites indicam.



8800GTX575MHz Core Clock
900MHz Mem Clock
768MB GDDR3 memory
384-bit memory interface (86GB/s)
128 unified shaders clocked at 1350 MHz
38.4 billion pixels per second theoretical texture fill-rate
450W PSU Recommended
Hard launch in second week of November
8800GTS
500MHz Core Clock
900MHz Mem Clock
640MB GDDR3 memory
320-bit memory interface (64GB/s)
96 unified shaders clocked at 1200 MHz
?? billion pixels per second theoretical texture fill-rate
400W PSU Recommended
Hard launch in second week of November
http://www.dailytech.com/article.aspx?newsid=4441
Documents Leak NVIDIA's Quantum Physics Engine
NVIDIA is ready to counter the Triple Play
With the release of the G80, NVIDIA will also release a new engine dubbed Quantum physics engine. Quantum Effects Technology is similar (at least in spirit) to NVIDIA's PureVideo Technology -- a dedicated layer on the GPU for physics calculations. A few documents alluding to this new engine appeared on public FTP mirrors late last week.
Quantum utilizes some of the shaders from NVIDIA's G80 processor specifically for physics calculations. Physics calculations on GPUs are nothing new; ATI totes similar technology for its Stream Computing initiative and for the Triple Play physics.
NVIDIA and Havok partnered up this year claiming that SLI systems would get massive performance gains by utilizing additional GeForce GPUs as physics processors. Quantum may be the fruits of that partnership, though NVIDIA documentation clearly states that Quantum will work just fine without SLI.
NVIDIA's documentation claims Quantum will specifically compete with AGEIA's PhysX, yet does not mention who is providing the middleware. Given that there are only two acts in town right now, it would be safe to say Havok has a hand in the Quantum engine.
http://www.dailytech.com/article.aspx?newsid=4444


G80" To Feature 128-bit HDR, 16X AA
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.
http://dailytech.com/article.aspx?newsid=4450

VBTC Escreveu:Não percebi muito bem o que queres dizer com o assincronizar.


_slipknot_ Escreveu:VBTC Escreveu:Não percebi muito bem o que queres dizer com o assincronizar.
Eu simplifico. Em informatica, uma das regras bases é que a sincronização é importante. è por isso que geralmente os aumentos são parao dobro (de 64bits para 128bits, para 256bits). A nVidia está a assincronizar essa evolução, ao colocar dois buses diferentes (256bits e 128bits, num total 384bits). A mesma coisa para a memória

_slipknot_ Escreveu:hmm. A nVidia ta a assincronizar isso. Será uma boa tactica?
R3volution Escreveu:Está provado cientificamente que o user __Miguel_ é que consome mais área de ecrâ por cada post criado...

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