Showing posts with label Graphics. Show all posts
Showing posts with label Graphics. Show all posts

Wednesday, April 24, 2013

AMD details $999 Radeon HD 7990 graphics card, says it handles all top games at 4K

AMD Unleashes the World's Fastest Graphics Card

- AMD Radeon HD 7990, the world's fastest graphics card, offered with largest-ever free game bundle, including new "Far Cry 3: Blood Dragon" -

SUNNYVALE, Calif. - April 24, 2013 - AMD (NYSE: AMD) today launched the AMD Radeon™ HD 7990, the world's fastest graphics card, designed for gamers who want to take their PC gaming experience to the highest level. Based on award-winning AMD Graphics Core Next (GCN) architecture with AMD Eyefinity technology, the AMD Radeon HD 7990 graphics card delivers unrivaled performance and world-class technology for playing the latest DirectX® 11 games in extreme resolutions and multi-monitor configurations.

"If you crave the ultimate in PC gaming, the clear and commanding choice is the Radeon HD 7990 graphics card. No other graphics card on the market measures up to the unparalleled gaming experience it delivers, and it comes with eight AAA game titles optimized for AMD Radeon award-winning GCN architecture," said Matt Skynner, corporate vice president and general manager, Graphics Business Unit, AMD. "Once again, AMD shatters the industry benchmark for state-of-the-art graphics technology."

AMD underscored its commitment to offering the best PC gaming experience by introducing the AMD Radeon HD 7990 graphics card with a refreshed "Never Settle: Reloaded" AAA game bundle. In addition to "Crysis® 3," "Bioshock® Infinite," "Tomb Raider™" and four other titles, AMD is including the highly anticipated "Far Cry® 3: Blood Dragon" by Ubisoft®. This new title will also be offered as a thank-you gift to all previous "Never Settle: Reloaded" customers and will be loaded automatically onto existing redemption codes.

"'Far Cry 3: Blood Dragon' is an all-out honest cyber shooter that doesn't take itself too seriously. In a genre saturated with super-serious narrative and realistic settings we felt it was time to inject some good old fashioned robofun into it," said Dean Evans, creative director, Ubisoft. "Ubisoft's relationship with AMD's Gaming Evolved program brings together today's most sought-after titles in PC gaming with the most advanced graphics technology. With AMD Radeon technology, our top games – 'Far Cry 3: Blood Dragon' included – can be played with the quality and performance we intended."

Continued AMD innovations in graphics technology enables gaming enthusiasts to play the latest and most popular PC games at maximum settings: for instance "Tomb Raider" with TressFX Hair enabled, or the demanding "Crysis 3" in 4K resolution. Impressively, the AMD Radeon HD 7990 GPU was the graphics card of choice to showcase the Electronic Arts public unveiling of "Battlefield 4," to be released in the fall of 2013.

Key Features and Benefits of AMD Radeon™ HD 7990 Graphics Card

• Ultimate in Speed: Combining two of the world's most advanced GPUs with 6GB of GDDR5 memory, AMD Radeon HD 7990 is the world's fastest graphics card;

• More Screen, More Pixels: Supports up to six simultaneous displays with AMD Eyefinity technology and is the ideal graphics card for gaming on Ultra HD displays (4K resolution);

• Silence is Golden: At 100% utilization, AMD Radeon HD 7990 GPU's whisper-quiet triple-fan cooler is more silent than a typical library.

"Never Settle: Reloaded" is Now Overloaded
With the launch of AMD Radeon HD 7990 graphics card, AMD is offering the biggest free game bundle in history with a total of eight titles:

• "Crysis 3"
• "BioShock Infinite"
• "Tomb Raider"
• "DeusEx: Human Revolution™"
• "Sleeping Dogs™"
• "Hitman: Absolution™"
• "Far Cry® 3"
• "Far Cry 3: Blood Dragon"

The AMD Radeon HD 7990 graphics card will be available worldwide in two weeks. MSRP is $999 US.

*In tests by AMD as of 28 February, 2013, the AMD Radeon™ HD 7990 showed higher average performance than the NVIDIA® GeForce® GTX 690 in the 3DMark® Fire Strike Extreme (FS6407 vs. FS5316) and Crysis 3 (1080p & 1600p at all quality presets). System configuration: Intel® Core™ i7-3960X (3.30 GHz), MSI X79A-GD65, 16GB DDR3-1600 and Windows 8 x64. AMD Radeon™ HD 7990 evaluated with AMD Catalyst™ 13.2 Beta 6. NVIDIA® GeForce® GTX 690 evaluated with NVIDIA® ForceWare™ 310.90 WHQL. GRDT-32

*AMD Eyefinity technology supports up to six DisplayPort monitors on an enabled graphics card. Supported display quantity, type and resolution varies by model and board design; confirm specifications with manufacturer before purchase. To enable more than two displays, DisplayPort™-ready monitors are strongly recommended. Maximum two active DisplayPort adapters supported. Additional hardware may be required; see www.amd.com/eyefinityfaq for full details.

*In tests by AMD, the noise level created by the AMD Radeon™ HD 7990 measured at 30.1 dBA (system idle) and 37.8 dBA (furmark). By comparison, a typical decibel level in a library is 40.0 dBA ("Comparative Examples of Noise Levels," Industrial Noise Control, Inc.)
Get Key Codes for free downloads of Deus Ex: Human Revolution™, Sleeping Dogs, Hitman Absolution™, Far Cry® 3, Far Cry® 3: Blood Dragon, Tomb Raider, BioShock Infinite and Crysis 3 PC Games accessed through the Steam®, EA Origin® and Uplay online gaming platforms when you buy an AMD Radeon™ HD 7990, Graphics Card from a participating retailer between April 16, 2013 and either October 1, 2013 or when supply of Key Codes is exhausted, whichever occurs first. Key Codes must be used by October 22, 2013, after which the Key Codes are void. LIMIT: One (1) free Key Code per game (8 total Key Codes) per person. Internet connection required. Internet connection fees may apply. You must be 17+ to redeem this offer. Offer is subject to geographical limitations. See www.amd.com/neversettlereloadedoffer for complete details. Void in any jurisdiction where prohibited.


Source

History of the Modern Graphics Processor, Part 3

With the turn of the century the graphics industry bore witness to further consolidation.

The pro market saw iXMICRO leave graphics entirely, while NEC and Hewlett-Packard both produced their last products, the TE5 and VISUALIZE FX10 series respectively. Evans & Sutherland also parted ways with the sale of its RealVision line to focus on the planetaria and fulldome projection systems.

In the consumer graphics market, ATI announced the acquisition of ArtX Inc. in February 2000, for around $400 million in stock. ArtX was developing the GPU codenamed Project Dolphin (eventually named ?Flipper?) for the Nintendo GameCube, which added significantly to ATI?s bottom line.

ATI GameCube GPU

Also in February, 3dfx announced a 20% workforce cut, then promptly moved to acquire Gigapixel for $186 million and gained the company?s tile-based rendering IP.

Meanwhile, S3 and Nvidia settled their outstanding patent suits and signed a seven-year cross-license agreement.

VIA assumed control of S3 around April-May which itself was just finishing a restructuring process from the acquisition of Number Nine. As part of S3?s restructuring, the company merged with Diamond Multimedia in a stock swap valued at $165 million. Diamond?s high-end professional graphics division, FireGL, was spun off as SONICblue and later sold to ATI in March 2001 for $10 million.

3DLabs acquired Intergraph?s Intense3D in April, while the final acts of 3dfx played out towards the end of the year, despite 2000 kicking off with the promise of a better future as the long-awaited Voodoo 5 5500 neared its debut in July. The latter ended up trading blows with the GeForce 256 DDR and won the high-resolution battle.

Where 3dfx was once a byword for raw performance, its strengths around this time laid in its full screen antialiasing image quality.

But where 3dfx was once a byword for raw performance, its strengths around this time laid in its full screen antialiasing image quality. The Voodoo 5 introduced T-buffer technology as an alternative to transformation and lighting, by basically taking a few rendered frames and aggregating them into one image. This produced a slightly blurred picture that, when run in frame sequence, smoothed out the motion of the animation.

3dfx?s technology became the forerunner of many image quality enhancements seen today, like soft shadows and reflections, motion blur, as well as depth of field blurring.

3dfx?s swan song, the Voodoo 4 4500, arrived October 19 after several delays ? unlike the 4200 and 4800 that were never released. The card was originally scheduled for spring as a competitor to Nvidia?s TNT2, but ended up going against the company?s iconic GeForce 256 DDR instead, as well as the much better performing GeForce 2 GTS and ATI Radeon DDR.

On November 14, 3dfx announced they were belatedly ceasing production and sale of their own-branded graphics cards, something that had been rumoured for some time but largely discounted. Adding fuel to the fire, news got out that upcoming Pentium 4 motherboards would not support the 3.3V AGP signalling required Voodoo 5 series.

The death knell sounded a month later for 3dfx when Nvidia purchased its IP portfolio for $70 million plus one million shares of common stock. A few internet wits later noted that the 3dfx design team which had moved to Nvidia eventually got both their revenge and lived up to their potential, by delivering the underperforming NV30 graphics chip powering the FX 5700 and FX 5800 cards behind schedule.

Prior to the Voodoo 5?s arrival, ATI had announced the Radeon DDR as ?the most powerful graphics processor ever designed for desktop PCs.? Previews of the card had already gone public on April 25, and only twenty-four hours later Nvidia countered with the announcement of the GeForce 2 GTS (GigaTexel Shader). The latter included Nvidia?s version of ATI?s Pixel Tapestry Architecture, named Nvidia Shading Rasterizer, allowing for effects such as specular shading, volumetric explosion, refraction, waves, vertex blending, shadow volumes, bump mapping and elevation mapping to be applied on a per-pixel basis via hardware.

The feature was believed to have made it to the previous NV10 (GeForce 256) chip but it remained disabled due to a hardware fault. The GTS also followed ATI?s Charisma Engine in allowing for all transform, clipping and lighting calculations to be supported by the GPU. That said, ATI went a step further with vertex skinning for a more fluid movement of polygons, and keyframe interpolation, where developers designed a starting and finishing mesh for an animation and the Charisma core calculated the intervening meshes.

The ATI Radeon DDR eventually launched for retail in August 2000. Backed by a superior T&L implementation and support for several of the upcoming DirectX 8 features, the Radeon DDR alongside the GeForce 2 GTS ushered in the use of DVI outputs by integrating support for the interface into the chip itself. The DVI output was more often found on OEM cards, however, as the retail variety usually sported VIVO plugs.

One downside to the Radeon DDR is that boards shipped with their core and memory downclocked from the promised 200MHz and 183MHz, respectively. In addition, drivers were once again less than optimal at launch. There were issues with 16-bit color and compatibility problems with VIA chipsets, but this did not stop the card from dominating the competition at resolutions higher than 1024x768x32. A price of $399 for the 64MB version stacked up well versus $349-399 for the 64MB GeForce 2 GTS, which it beat by a margin of 10-20% in benchmarks, and helped ATI maintain its number one position in graphics market share over Nvidia.

Nvidia wasn?t doing all that bad for themselves either. The company reported net income of $98.5 million for the fiscal year on record revenue of $735.3 million, driven in large part by its market segmentation strategy, releasing a watered-down MX version of the card in June and a higher clocked Ultra model in August. The latter dethroned the Radeon in terms of performance but it also cost $499. A Pro model arrived in December.

Besides releasing a GeForce 2 card at every price point, from the budget MX to the professional Quadro 2 range, Nvidia also released its first mobile chip in the form of the GeForce2 Go.

By the time 2001 dawned, the PC graphics market consisted of a discrete card duopoly, with both of them in addition to Intel supplying the vast majority of integrated graphics chipsets.

As 3dfx was undergoing its death throes in November, Imagination Tech (ex-VideoLogic) and ST Micro attempted to address the high volume budget market with the PowerVR series 3 KYRO. Typically ranging in price from $80 to $110 depending on the memory framebuffer, the card represented good value for the money in gaming at resolutions of 1024x768 or lower. It would have become more popular, had the GeForce2 MX arrived later, or not so aggressively priced at ~$110.

The KYRO II arrived in April 2001 with a bump in clock speeds compared to the original and manufactured on a smaller 180nm process by ST Micro. But once again the card faced stiff competition from the GeForce 2 MX. Nvidia rebadged the card as the MX200 and lopped 40% off its price, while adding a higher clocked MX400 card at the same price as the Kyro II.

When PowerVR failed to secure game development impetus for tile based rendering, and ST Micro closed down its graphics business in early 2002, Imagination Technologies moved from desktop graphics to mobile and leveraged that expertise into system on chip graphics. They licenced the Series 5/5XT/6 for use with ARM-based processors in the ultra portable and smartphone markets.

By the time 2001 dawned, the PC graphics market consisted of a discrete card duopoly, with both of them in addition to Intel supplying the vast majority of integrated graphics chipsets.

Meanwhile, Matrox and S3/VIA clung to the margins of traditional markets.

Building on the strides made with the GeForce 2 series, Nvidia unveiled the GeForce 3 on February 27, 2001 priced between $339 and $449. The card became the new king of the hill, but it really only came into its own at the (then) extreme resolution of 1600x1200, preferably with full screen antialiasing applied.

Initial drivers were buggy, especially in some OpenGL titles. What the new GeForce did bring to the table was DirectX 8, multisampling AA, quincunx AA (basically 2xMSAA + post process blur), 8x anisotrophic filtering as well as the unrivalled ability to handle 8xAF + trilinear filtering, and a programmable vertex shader which allowed for closer control of polygon mesh motion and a more fluid animation sequence.

There was also LMA (Lightspeed Memory Architecture) support -- basically Nvidia's version of HyperZ -- for culling pixels that would end up hidden behind others on screen (Z occlusion culling) as well as compressing and decompressing data to optimize use of bandwidth (Z compression).

Lastly, Nvidia implemented load-balancing algorithms as part of what they called the Crossbar Memory Controller, which consisted of four independent memory sub-controllers as opposed to the industry standard single controller, allowing incoming memory requests to be routed more effectively.

Nvidia NV2A
Nvidia NV2A inside Microsoft's Xbox

Nvidia?s product line later added the NV2A, a derivative of the GeForce 3 with GeForce4 attributes that was used in Microsoft's Xbox game console.

At this point, Nvidia controlled 31% of the graphics market to Intel?s 26% and ATI?s 17%.

As Nvidia complemented the GF3 line-up with underclocked Ti 200 and overclocked Ti 500 models, ATI hurried to ramp up deliveries of the Radeon 8500. The card was built around the R200 GPU using TSMC?s 150nm process (the same used by GeForce 3?s NV20). The chip had been announced in August and was eagerly awaited since John Carmack of id software talked it up saying it would run the new Doom 3 ?twice as well? as the GeForce 3.

ATI?s official R8500 announcement was no less enthusiastic. But reality kicked in once the card launched in October and was found to perform at the level of the underclocked GF3 Ti 200 in games. Unfinished drivers and a lack of workable Smoothvision antialiasing weighted heavily against the R8500 in its initial round of reviews. By the time the holiday season arrived, a second round of reviews showed that the drivers had matured to a degree and raised the R8500?s performance in-between the Ti 200 and the standard GF3.

Texture units per pixel pipeline

Very competitive pricing and a better all around feature set (2D image quality, video playback, performance under antialiasing) made the card a worthy competitor to the GF3 and Ti 500 nonetheless.

ATI?s sales for the year dropped to $1.04 billion as the company recorded a net loss of $54.2 million. The company began granting licenses to board partners to build and market graphics boards, while refocusing their resources on design and chip making.

ATI Xilleon

ATI also debuted the Set-Top-Wonder Xilleon, a development platform based on the Xilleon 220 SoC which provided a full processor, graphics, I/O, video and audio for set-top boxes integrated into digital TV designs.

To complement Xilleon, ATI acquired NxtWave Communications for $20 million in June 2002. The company specialized in digital signal processing and applications for set-top boxes and terrestrial digital solutions.

Keeping up with their product launch cycle, Nvidia released the GeForce 4 in February 2002. Three MX parts, three mobile parts based on the MX models, and two performance Titanium models (Ti 4400 and Ti 4600) made up the initial line up -- built on TSMC?s 150nm process. The GeForce 4 was effectively ready for release two months earlier but the launch was delayed to avoid eating into GeForce 3 sales over the holiday season.

The MX series cards were intended for the budget segment but they were still largely uninspiring as they were based on the old GeForce 2 architecture. MPEG2 decode added but the cards reverted to DirectX 7.0/7.1 support as the earlier GF2 MX line. Pricing at $99-179 reflected the reduced feature set.

The Titanium models on the other hand were excellent performers and in some instances managed a 50+% increase in performance over the GeForce3 Ti 500. The Ti 4600 became the performance champ overnight, easily disposing of the Radeon 8500, while the Ti 4200 at $199 represented the best value for money card.

But then came the Radeon 9700 Pro and promptly consigned every other card to also-ran status.

ATI Radeon 9700 Pro (FIC A97P)

Developed by a team that had originally formed the core of ArtX, the ATI R300 GPU delivered spectacularly and arrived very promptly. It was the first to bring DirectX 9.0 support, and by extension, the first architecture to support shader model 2.0, vertex shader 2.0, and pixel shader 2.0. Other notable achievements: it was the second GPU series to support AGP 8x -- SiS?s Xabre 80/200/400 line was first -- and implementing the first flip-chip GPU package.

About flip-chip GPU packages: Previous generations of graphics chips and other ICs used wire-bonding mounting. With this method, the chip sits on the board with the logic blocks sitting under the metal layers whose pads would be connected by thin wires arranged around the edges of the chip down to solder balls or pins on the underside. Flip?chip does away with the wire component through contact points (usually soldered in a ball grid array) directly on the ?top? of the chip, which is then inverted, or ?flipped? so that the solder points directly contact the substrate or circuit board. The chip then undergoes localised heating (reflow) to melt the solder that then forms the connection with the underlying contact points of the board.

ATI complemented the line-up in October by adding a non-Pro 9700 at $299 for those unable to part with $399 for the top model. Meanwhile, the cut down 9500 Pro ($199) and 9500 ($179) reached down through mainstream market segments, and the FireGL Z1/X1 filled in the $550-950 bracket for professional graphics. The All-In-Wonder 9700 Pro ($449) was also added in December.

ATI?s sales are likely to have taken a hit when it was found that many cards could be modded to their more expensive counterparts. Examples of this included the ability to turn a 9500 card into a 9700 using its reference board (with the full complement of memory traces), or a 9800 Pro to its XT counterpart. For the latter, a driver patch was made available to check if it would accept the mod, which consisted of soldering in a resistor or using a pencil to tweak the GPU and memory voltage control chip. Hard mods also included upgrading various 9800 models into a FireGL X2, while a patched/Omega driver had the ability to turn a $250 9800 SE 256MB into a $499 9800 Pro 256MB.

In addition to discrete graphics, ATI also introduced desktop integrated graphics and chipsets. These included the A3/ IGP 320 meant to be paired with AMD CPUs, RS200/IGP 330 & 340 for Intel chips, as well as the mobile series U1/IGP 320M for AMD platforms and RS200M for Pentium 4-M. All of them were complemented with ATI southbridges, specifically the IXP200/250.

SiS unveiled the Xabre line between the launch of the GeForce4 and the R300. The cards were consistently slower than Nvidia and ATI?s offerings at the same price points, and were handicapped by the lack of vertex shader pipelines. This translated into a heavy reliance upon drivers and game developers to get the most out of software emulation, thus keeping SiS in the margins of desktop discrete 3D graphics.

The Xabre line also implemented ?Turbo Texturing?, where framerates were increased by drastically reducing texture quality, and lacked anisotrophic filtering . All this did little to endear reviewers to the cards.

The Xabre line was the last under the SiS banner, as the company spun off its graphics division (renamed XGI) and merged with Trident Graphics a couple of months later in June.

The first of Nvidia?s FX series arrived on January 27, 2003 with the infamous ?Dustbuster? FX 5800 and the slightly faster (read: less slow) FX 5800 Ultra. When compared to the reigning champ, the ATI Radeon 9700 Pro (and non-Pro), the FX was much louder, it delivered inferior anisotrophic filtering (AF) quality and antialiasing (AA) performance, and was overall much slower. ATI was so far ahead that a second-tier Radeon 9700 card launched five months earlier comfortably outperformed the Ultra, and it was $100 cheaper ($299 vs $399).

The 3dfx design team which had moved to Nvidia got both their revenge and lived up to their potential, by delivering the underperforming NV30 graphics chip behind schedule.

The NV30 chip was supposed to debut in August, around the same time as the Radeon 9700, but ramping problems and high defect rates on TSMC?s Low-K 130nm process held Nvidia back. Some circles also argued that the company was strapped for engineering resources, with more than a few tied up with the NV2A Xbox console chip, the SoundStorm APU, as well as the motherboard chipsets.

Looking to move things forward Nvidia undertook a project to have several FX series chips fabricated on IBM?s more conventional Fluorosilicate glass (FSG) low-K 130nm process.

ATI refreshed its line of cards in March, starting with the 9800 Pro, featuring a R350 GPU that was basically an R300 with some enhancements to the Hyper-Z caching and compression instruction.

The RV350 and RV280 followed in April. The first of these, found inside the Radeon 9600, was built using the same TSMC 130nm low-K process that Nvidia had adopted, Meanwhile, the RV280 powering the Radeon 9200 was little more than a rebadged RV250 of the Radeon 9000 with AGP 8x support.

ATI Xbox GPU

The same month saw ATI and Nintendo sign a technology agreement that would eventually lead to the Hollywood GPU for the Nintendo Wii console. ATI added a second console coup in August, when Microsoft awarded the Xbox 360 GPU contract to them.

A scant three and a half months after the inglorious debut of the FX 5800, Nvidia took another shot with the NV35 (FX 5900 and FX 5900 Ultra). The new Detonator FX driver greatly improved AA and AF, almost matching ATI's solution in terms of quality. However the 5900 achieved what the 5800 could not. It knocked ATI?s Radeon 9800 Pro from its spot as the fastest card around, although at $499 apiece, few would actually take advantage of this.

As expected, ATI regained bragging rights in September with the release of the 9800 XT. Superior driver support ? mainly with some DX9 games ? also made the XT a better overall card than Nvidia?s counterpart, ensuring that ATI ended the year with the performance crown. The 9700 Pro remained the standout mainstream board, while the FX 5700 Ultra at $199 won the sub-$200 price segment.

ATI bounced back with a $35.2 million profit in 2003 after posting a $47.5 million loss in 2002. A good chunk of this came from higher selling prices for the dominant 9800 and 9600 cards. Meanwhile, Nvidia retained 75% of the DirectX 9 value segment market, thanks to the popularity of the FX 5200.

Source DirectX 9.0 Effects Trailer, shown during ATI's presentation of the Radeon 9800 XT and 9600 XT

The newly formed XGI launched the Xabre successor in a staggered release between September and November. Renamed Volari, the card line-up ranged from the $49 V3 to the dual GPU Duo V8 Ultra. The V3 was virtually a rebrand of Trident?s Blade XP4 and a DX 8.1 part, while the rest of the series (V5 and V8) was developed from the previous SiS Xabre and featured DX9.0 support.

For the most part, all of the models underdelivered, with the exception of the entry-level V3 which offered performance equal to the GeForce FX 5200 Ultra and and Radeon 9200. The Duo V8 Ultra was priced ~20% higher than the Radeon 9800 Pro 128MB, yet delivered performance on par or lower than the 9600XT.

Another company making a comeback into desktop graphics was S3. Unfortunately, the buying public now generally saw desktop graphics as a two horse race ? and S3 wasn?t one of the two.

XGI?s Volari line lingered on with the 8300 in late 2005, which was more or less on par with the Radeon X300SE/GeForce 6200 at $49, as well as the Z9/Z11 and XP10. The company was reabsorbed back into SiS in October 2010.

Another company making a comeback into desktop graphics was S3. After the graphics division was sold to VIA for $208 million plus the company?s $60 million debt, the restructured venture concentrated primarily on chipset projects.

DeltaChrome desktop cards were announced in January, but in time-honoured S3 fashion, the first S4 and S8 models didn?t start appearing in the retail channel until December. The new cards featured most of the new must-haves of 2003; DirectX 9 support, 16x AF, HD 1080p support, and portrait-mode display support.

Unfortunately, the buying public now generally saw desktop graphics as a two horse race ? and S3 wasn?t one of the two. While S3 was looking to keep competitive, ATI and Nvidia were driving each other to achieve ever-increasing levels of performance and image quality.

The DeltaChrome was succeeded by the GammaChrome in 2005.

Nvidia and ATI continued in 2005 their staggered launches. The former launched its first GDDR3 card in March as the FX 5700 Ultra, followed by the GeForce 6 series with the high-end 6800 range. The initial line up comprised the 6800 ($299), GT ($399), the Ultra ($499), and an overclocked variant known as the Ultra Extreme ($549) to counter ATI?s X800 XT Platinum Edition. The latter was sold by a select band of add-in board partners.

The 6800 Ultra 512MB was added on March 14 2005 and sold for the unbelievable price of $899 -- BFG added an overclocked version for $999. The midrange was well catered for with the 6600 series in September.

Nvidia?s feature set for the 6000 series included DirectX 9.0c support, shader model 3.0 (although the cards were never able to fully exploit this), Nvidia?s PureVideo decode and playback engine, and SLI support -- the multi-GPU performance multiplier IP that was acquired from 3dfx.

Reintroducing an old feature: SLI

Where the 3dfx implementation resulted in each processing unit being responsible for alternate line scans, Nvidia handled things in a few different ways. The company implemented split frame rendering (SFR), in which each GPU rendered the top or bottom half of the frame, alternate frame rendering (AFR) so GPUs rendered frames in turn, and in some cases the driver just disabled SLI depending on whether the game supported the feature. This last feature was a hit-or-miss early in driver development.

While the technology was announced in June, it required a motherboard with an nForce4 chipset to enable multi-GPU setups, and these didn?t start reaching the retail channel in numbers until late November. Adding fuel to the fire, initial driver releases where sporadic (at best) until into the following year.

While Nvidia's SLI was announced in June 2004, the required nForce4 motherboards didn't hit the retail channel in numbers until November, and initial driver releases where sporadic until into the following year.

Reviews at the time generally mirrored current performance, showing that two lower tier cards (like the 6600 GT SLI which could be had for $398) generally equalled one enthusiast card at lower resolutions and image quality. At highest resolutions and with antialiasing applied, however, single card setups still gained the upper hand. SLI and ATI?s CrossFire performance was as erratic then as it sometimes is now, running the full gamut from perfect scaling to not working at all.

Nvidia?s board partners immediately saw marketing opportunities with the re-invented tech, with Gigabyte offering a dual 6600 GT SLI card (the 3D1), followed by a dual 6600 (3D1-XL), and the 6800 GT (3D1-68GT). These cards not only required an nF4 chipset but also a Gigabyte branded motherboard as well.

Of the high-end single GPU cards, the 6800 Ultra and X800 XT/XT PE were fairly evenly matched, both in price and performance. But they weren't without their issues. The latter arrived in May and suffered supply constraints throughout its entire production life, while Nvidia?s flagship 6800 Ultra was extremely late arriving in August and suffered supply constraints too depending on distribution area, since the card was only made available by a percentage of board partners.

The 6800 GT generally bested the X800 Pro at $399, while the 6600 GT cleaned up in the $199 bracket.

Intense competition with Nvidia that year didn?t have an adverse effect on ATI?s bottom line, as profit peaked at $204.8 million for the year from nearly $2 billion in revenue.

One quirk associated with the well-received 6600 GT was that it initially launched as a PCI Express card, at a time when PCI-E was an Intel-only feature for motherboards designed for Pentium 4 processors. These chips generally lagged in gaming performance behind AMD?s offerings, which of course used the AGP data bus.

Nvidia?s 7000 series started rolling off the assembly lines well before the 6000 series had completed its model line-up. The 7800 GTX arrived a full five months before the reduced bill of materials (BoM) 6800 GS saw the light of day. The first iteration of the 7800 series was based around the G70 GPU on TSMC?s 110nm process, but quickly gave way to the G71-based 7900 series, made on TSMC?s 90nm process.

While the naming convention changed from ?NV? to ?G?, the latter were architecturally related to the NV40 series of the GeForce 6000. And while only fractionally larger than the NV40-45 at 334mm?, the G70 packed in an extra eighty million transistors (for a total of 302 million), adding a third more vertex pipelines and 50% more pixel pipelines. In most cases, the G70 was superseded within nine months, and in the case of the GS and GTX 512MB, the figure was 3 and 4 months respectively.

At the entry level, the 7100 GS continued the use of TurboCache (the ability for the board to use some system memory), which was introduced with the previous generation GeForce 6200 TC.

At the other end of the spectrum, the 7800 GTX 256MB hit retail on June 22 with an MSRP of $599, though its actual street price was higher in many instances. ATI wrested the single-GPU crown back with the X1800 XT, but Nvidia countered with a 512MB version of the 7800 GTX thirty-five days later and promptly regained the title.

Two months later, ATI launched the X1900 XTX, which traded blows with Nvidia?s flagship. This particular graphics horsepower race resulted in both cards being priced at $650. One spinoff of the cards moving to a 512MB frame buffer was that gaming at 2560x1600 with 32-bit color and a high level of image quality enabled was now possible via dual link DVI.

ATI Crossfire ATI's original CrossFire design
required using an external Y cable

ATI announced their multi-card Crossfire technology in May 2005 and made it available in September with the launch of the Xpress 200 Crossfire Edition chipset, and X850 XT Crossfire Master board. Due to a single-link TMDS, resolution and refresh rates were initially limited to 1600x1200 @60Hz, but a dual-link TMDS for 2560x1600 would soon replace it.

Unlike Nvidia?s solution of two identical cards communicating via a bridge connector, ATI implemented a master card with TMDS receiver, which accepted input from a slave card via external dongle and a Xilinx compositing chip.

Like Nvidia?s SLI, CrossFire offered alternative frame rendering (AFR) and split frame rendering (SFR), but also a rendering technique called SuperTiling. The latter offered a performance increase in certain applications, but it did not work with OpenGL or support accelerated geometry processing. Also like SLI, Crossfire faced its share of driver-related troubles.

ATI intended to have their R520 based cards ? their first to incorporate Shader Model 3.0 ? ready by the June-July timeframe, but the late discovery of a bug in the cell library forced a 4 month delay.

Initial launches comprised the X1800 XL/XT using the R520 core, the X1300 budget cards using the RV515 with essentially one quarter of the graphics pipelines of the R520, and the X1600 Pro/XT based on the RV530, which was similar to the RV515 but with a higher shader and vertex pipeline-to-TMU and ROP ratio.

Due to the initial delay with the R520, the GPU and its derivations were being replaced a scant three and a half months later by the R580-based X1900 series which used TSMC?s new 80nm process. Continuing with the roll out, half the graphics pipeline resources went into the RV570 (X1650 GT/XT and X1950 GT/Pro), while a shrunk RV530 became the RV535 powering the X1650 Pro as well as the X1300 XT.

ATI?s revenue rose to a record $2.2 billion for the year, the highest in the company?s history, aided by shipments of Xenos GPUs for the Xbox 360. Net profit, however, slumped to $16.9 million.

ATI?s revenue rose to a record $2.2 billion in 2005, the highest in the company?s history, aided by shipments of Xenos GPUs for the Xbox 360. Net profit, however, slumped to $16.9 million.

By this stage, any graphics card launch not based on an Nvidia or ATI GPU was received with a certain amount of curiosity, if not enthusiasm. Such was the scene when S3?s overhauled graphics line-up debuted in November.

The Chrome S25 and S27 promised good gaming performance based on their high clocks, but delivered a mostly sub-par product. Initial pricing at $99 (S25) and $115 (S27) put the cards in competition against Nvidia?s 6600/6600GT and ATI?s X1300Pro/X1600Pro, but neither S3 card stood up to the competition in any meaningful way, aside from power consumption. That slight advantage evaporated as ATI/AMD and Nvidia addressed the HTPC and entry-level market segment, effectively killing S3?s subsequent Chrome 400 and 500 series.

An added issue for S3 was that the cost of building the cards resulted in razor thin profits. The company needed high volume sales in a market dominated by two vendors. HTC were to acquire S3 in July 2012 for $300 million, a move originally seen as leverage in HTC?s and S3?s separate legal disputes with Apple.

Nvidia and ATI continued to hog the press coverage in 2006.

ATI acquired Macrosynergy, a Shanghai based design and engineering centre with personnel working in California and previously part of the XGI group. Then in May the company bought BitBoys in a $44 million deal.

Meanwhile, Nvidia?s first foray into dual-GPU single board products came in March, following in the footsteps of ATI, 3dfx, and XGI. The 7900 GX2 would sandwich two custom boards essentially carrying a couple of downclocked 7900 GTXs. But Asustek didn?t wait around for Nvidia?s dual-GPU solution, however, and released its own take as the Extreme N7800GT Dual ($900, 2000 units built), which paired two 7800 GT GPUs instead.

This card started Asus interest in limited edition dual-GPU boards, and possibly hardened Nvidia?s attitude towards board partners?, as Asustek products took the spotlight from their reference models at launch.

In the higher volume mainstream market, the 7600 GT and GS both provided solid performance and remarkable longevity, while ATI?s X1950 XTX and Crossfire ruled the top end enthusiast benchmarks for single GPU cards. The X1900 XT and GeForce 7900 GT were fairly evenly matched in the upper mainstream bracket.

ATI's David Orton and AMD's Hector Ruiz officially announce the historic merger

After twenty-one years as an independent company, ATI was bought out by AMD on October 25 2006 for a total price of $5.4 billion ? split between $1.7 billion from AMD, $2.5 billion borrowed from lending institutions, 57 million AMD shares and 11 million options/restricted stock units valued at $1.2 billion. At the time of the buy out, around 60-70% of ATI?s chipset/IGP revenues were accrued from a partnership with Intel based motherboards.

Two weeks after the ATI buy-out, Nvidia ushered in the age of unified shader architectures for PC graphics.

With a large part of Intel?s IGP chipset market moving to Nvidia, market share dropped dramatically. The logic behind the buy was a seemingly quick path to GPU technology, rather than use the $5.4 billion to develop AMD?s own IP and add licenced technology where needed. At the time, AMD was aiming at the quick introduction of Torrenza and the associated Fusion projects.

Two weeks after the ATI buy-out, Nvidia ushered in the age of unified shader architectures for PC graphics. ATI?s Xenos GPU for the Xbox 360 had already introduced the unified architecture to consoles.

This article is the third installment on a series of four. Next week we'll wrap things up, following the development of Radeon products under AMD's wing, the continued rivalry between GeForce and Radeon CPUs, the transition toward stream processing, and what the present a near future holds for graphics processors.


View the original article here

History of the Modern Graphics Processor, Part 2

Launched on November 1996, 3Dfx's Voodoo graphics consisted of a 3D-only card that required a VGA cable pass-through from a separate 2D card to the Voodoo, which then connected to the display.

The cards were sold by a large number of companies. Orchid Technologies was first to market with the $299 Orchid Righteous 3D, a board noted for having mechanical relays that ?clicked? when the chipset was in use. Later revisions utilized solid-state relays in line with the rest of the vendors. The card was followed by Diamond Multimedia?s Monster 3D, Colormaster?s Voodoo Mania, the Canopus Pure3D, Quantum3D, Miro Hiscore, Skywell (Magic3D), and the 2theMAX Fantasy FX Power 3D.

Voodoo Graphics revolutionized personal computer graphics nearly overnight and rendered many other designs obsolete, including a vast swathe of 2D-only graphics producers. The 3D landscape in 1996 favoured S3 with around 50% of the market. That was to change soon, however. It was estimated that 3Dfx accounted for 80-85% of the 3D accelerator market during the heyday of Voodoo?s reign.

Diamond Multimedia?s Monster 3D (3dfx Voodoo1 4MB PCI)

Around that time VideoLogic had developed a tile based deferred rendering technology (TBDR) which eliminated the need for large scale Z-buffering (removing occluded/hidden pixels in the final render) by discarding all but visible geometry before texture, shading and lighting were applied to that which remained. The frame resulting from this process was sectioned into rectangular tiles, each tile with its own polygons rendered and sent to output. Polygon rendering commenced once the pixels required for the frame were calculated and polygons culled (Z-buffering only occurred at tile level). This way only a bare minimum of calculation was required.

The first two series of chips and cards were built by NEC, while Series 3 (Kyro) chips were fabricated by ST Micro. The first card was used exclusively in Compaq Presario PCs and was known as the Midas 3 (the Midas 1 and 2 were prototypes for an arcade based system project). The PCX1 and PCX2 followed as OEM parts.

The 3D landscape in 1996 favoured S3 with around 50% of the market. That was to change soon, however. It was estimated that 3Dfx accounted for 80-85% of the 3D accelerator market during the heyday of Voodoo?s reign.

Series 2 chip production initially went to Sega?s Dreamcast console, and by the time the desktop Neon 250 card hit retail in November 1999, it was brutally outclassed at its $169 price range, particularly in higher resolutions with 32-bit color.

Just before the Neon 250 became available, Rendition?s V?rit? V1000 became the first card with a programmable core to render 2D + 3D graphics, by utilizing a MIPS-based RISC processor as well as the pixel pipelines. The processor was responsible for triangle setup and organizing workload for the pipelines.

Originally developed towards the end of 1995, the V?rit? 1000 became one of the boards that Microsoft used to develop Direct3D. Unfortunately, the card required a motherboard chipset capable of supporting direct memory access (DMA), since the Rendition used this method to transfer data across the PCI interface. The V1000 fared well in comparison with virtually every other consumer graphics board prior to the arrival of the Voodoo Graphics, which had more than double the 3D performance. The board was relatively cheap and offered a good feature set, including edge antialiasing for the budget gamer and hardware acceleration of id Software?s Quake. Game developers, however, shied away from the DMA transfer model all too soon for Rendition?s liking.

Like 1996, 1997 proved to be another busy year in the consumer graphics industry.

ATI moved from strength to strength as they launched the Rage II, followed by the 3D Rage Pro in March. The latter was the first AGP 2x card and the first product to come out of ATI?s 3D Engineering Group formed in 1995.

ATI 3D Rage Pro

The Pro nearly equalled the Voodoo Graphics performance in 4MB form, and outperformed the 3Dfx card when using 8MB and the AGP interface. The card improved on the Rage II?s perspective correction, along with texturing ability and trilinear filtering performance thanks to an expanded 4kB cache and added edge anti-aliasing. There was also an incorporated floating-point unit to decrease reliance on the CPU as well as hardware acceleration and display support for DVD.

All in all, the Rage Pro added greatly to ATI?s bottom line, helping the company realise a CAD$47.7 million profit on sales exceeding 600 million dollars. Much of this success came from OEM contracts, integration on consumer and server motherboards, and mobile variants. Prices for the card (usually sold as the Xpert@Work and Xpert@Play) ranged from $170 for the 2MB version, to $200-230 for the 4MB model, and $270-300 for 8MB. The 16MB edition would exceed $400.

ATI bolstered their portfolio by acquiring Tseng Labs' IP for $3 million and took in forty of the company?s engineers on December 1997. It was a bargain deal, as Tseng?s failure to integrate a RAMDAC into its cards had caused a sharp fall in sales, from $12.4 million in 1996 to $1.9 million in 1997.

3DLabs announced the revised Permedia (?Pervasive 3D?) series of boards in March 1997, built on Texas Instruments? 350nm process instead of IBM?s for the previous revision Permedia and Permedia NT for workstations. Performance was substandard for the first, while the NT model improved somewhat thanks to the additional Delta chip for full triangle and AA setup, albeit at a $300 price tag. Permedia 2 based cards started shipping towards the end of the year, but rather than going head-to-head with the gaming heavyweights, they were marketed as semi-pro 2D cards with moderate 3D graphics ability.

A month after ATI and 3DLabs refreshed their line-ups, Nvidia replied with the RIVA 128 (Real-time Interactive Video and Animation accelerator) and added Direct3D compatibility by rendering triangular polygons.

The company maintained their association with ST Micro, who produced the chip on their new 350nm process and developed the RAMDAC and video converter. While initial drivers were problematic (notably with Unreal), the card showed enough performance in games such as Quake 2 and 3 to top many benchmark review charts.

Diamond Viper V330 PCI (Nvidia RIVA 128)

This proved to be the landmark card that Nvidia had been looking for since 1993. It was such an economic and critical success that Nvidia needed to look further afield to maintain supply, signing a manufacturing deal with TSMC to supply Riva 128ZXs alongside ST Micro. Nvidia?s 3D graphics market share at the end of 1997 was estimated at 24%,ranking second behind 3Dfx Interactive, largely due to the Riva 128/128ZX.

Nvidia?s coffers were also boosted by Sega?s funding of the NV2 as a possible graphics chip for the Dreamcast console, even though the final contract was to be awarded to NEC/VideoLogic.

Rival 3Dfx also collaborated with Sega on the project and was largely believed to be the one providing the hardware for the console until the latter terminated the contract. 3Dfx filed a $155 million lawsuit claiming it was misled by Sega into believing they were committed to using 3dfx hardware, and in turn gave them access to confidential materials relating to its graphics IP. They settled out of court for $10.5 million a year later.

3Dfx based Sega BlackBelt prototype
3Dfx based Sega BlackBelt prototype

The Dreamcast ?Black Belt? project was just one facet of a busy year for 3Dfx Interactive.

Quantum3D was spun off from 3Dfx on March 31, 1997. SGI and Gemini Technology partnered with the company to work on very high-end enthusiast and professional graphics solutions leveraging on 3dfx?s new SLI (Scan Line Interleave) technology. This involved using a daughter card with a second chipset and memory connected via header, or two or more cards connected via ribbon cable in the same way that Nvidia?s SLI and AMD?s Crossfire presently utilize the concept. Once connected together, each card ? or logic block in the case of single board SLI cards ? contributed half the scan lines per frame to the display.

SLI also increased maximum screen resolution from 800 x 600 to 1024 x 768 pixels. An Obsidian Pro 100DB-4440 (two single cards each with an Amethyst daughter card) retailed for $2500, while a single card SLI solution like the the 100SB-4440 and 4440V required an outlay of $1895.

3dfx?s SLI (Scan Line Interleave) technology involved two or more cards connected via ribbon cable in the same way that Nvidia and AMD Crossfire presently utilize the concept.

In the summer of 1997, 3Dfx?s announced its initial public offering and launched the Voodoo Rush in an attempt to offer a single card with 2D and 3D capability. The end product, however, unable to use the proposed Rampage chip ended up as a cut down Voodoo. The card?s SST-1 chip handled Glide API games, while a sub-standard Alliance -- or even worse Macronix chip -- handled other 3D games and 2D applications. This resulted in screen artifacting, as the 3dfx chip/memory ran at 50MHz, while the Alliance AT25 ran at 72MHz.

PURE Rendition
Did you know?
TechSpot was originally Julio's personal project (a tech blog, if you will -- circa 1998). The site was named "PURE Rendition" as it was dedicated to report the latest news on the Rendition V?rit? 3D chips. Eventually it evolved into "3D Spotlight" as we moved on to cover the entire 3D graphics scene as well as the popular "3D" soundcards of the time. The TechSpot.com domain was acquired shortly after the 90s dot-com bubble for a handsome $200 as the original owners had no good use for it.

Things got worse as the Voodoo Rush?s framebuffer was essentially halved by being shared between the 3D and 2D chips, limiting resolution to around 512x384. Refresh rates took a nosedive as well, since the Alliance and Macronix chips were limited to 175 and 160MHz RAMDAC respectively.

Sunnyvale-based Rendition released the V?rit? V2100 and V2200 shortly after the Voodoo Rush launched. The cards still couldn?t match the first Voodoo in performance, and were barely competitive with the budget-oriented Rush. The company?s R&D lagged significantly behind its competitors?, and with game developers showing little interest in the cards, these turned out to be Rendition?s last commercial graphics products.

Rendition had various other projects on the deck, including adding a Fujitsu FXG-1 geometry processor to the V2100/V2200 in a two-chip approach, which the other vendors were working to integrate into a single chip. The FXG-1 powered (and gloriously named) Hercules Thriller Conspiracy card thus remained uncompleted projects, along with the V3300 and 4400E, after Micron acquired the company in September 1998 for $93 million in the hopes of combining LSI?s embedded DRAM technology with Rendition?s graphics expertise.

Rendition Verite V2200 reference board

As feature sets and performance increased, so did the prices for graphics cards, and a number of vendors who couldn?t outgun the rising tide of ATI, Nvidia, and 3Dfx rushed in to fill the sub-$200 market.

Matrox released the Mystique (hobbled by its lack of OpenGL support) for $120-150, while S3 had the ViRGE line starting at around $120 for the base model and going up to $150 or $200 for the DX or GX respectively. S3 diversified its line to ensure a steady stream of sales by adding a mobile card with dynamic power management (ViRGE/MX), and the desktop ViRGE/GX2 with TV-Out, S-Video and assisted DVD playback.

As feature sets and performance increased, so did the prices for graphics cards, and vendors who couldn?t outgun the rising tide of ATI, Nvidia, and 3Dfx rushed in to fill the sub-$200 market.

Slotting in below these were Cirrus Logic?s Laguna 3D series, Trident?s 9750/9850, and the SiS 6326, all of which fought for gamers? attention. For the Laguna3D, a bargain price of $99 was not enough to cover for decreased performance, poor 3D image quality and consistency issues when compared to cards in a similar price range like S3?s ViRGE VX.

Cirrus Logic left the graphics industry fairly quickly after the Laguna3D launched. Prior to that they had also offered a range of budget 16-bit color graphics adapters in the $50 bracket, most notably the Diamond SpeedStar series and the Orchid Kelvin 64.

Trident also targeted the entry-level bracket with the 3DImage 9750 in May, and an updated 9850 shortly thereafter featuring AGP 2x bus support. The 9750 was a PCI or AGP 1x card and had a variety of graphics quality and rendering issues. The 9850 had remedied some of the quirks, but texture filtering was still a hit-or-miss proposition.

SiS added their entry to the budget 3D graphics market in June with the 6326, typically priced in the $40-50 range. The card offered good image quality and outperformed many other budget cards. While never a threat in the performance arena, the 6326 sold to the tune of seven million units in 1998.

A long running saga that would grow to encompass elements of myth and urban legend was born at the Assembly gaming event in June 1997, when BitBoys announced their Pyramid3D graphics to the world. The much-hyped project was a combined effort by Silicon VLSI Solutions Oy, TriTech and BitBoys.

But Pyramid3D never saw the light of day, with extensive debugging and revisions delaying the project, and TriTech losing a sound chip patent suit that eventually bankrupted the company.


Demo screenshot showing the realism that Glaze3D cards were supposed to achieve.


Bitboys would go on to announce a second design, the Glaze3D chip, on May 15, 1998. They promised class-leading performance and a planned release by the end of 1999. As the time for the grand reveal approached, BitBoys announced a revised design at SIGGRAPH99 in October that did away with the RAMBUS memory and memory controller in favour of 9MB of embedded DRAM from Infineon.

Once again, bug-hunting and manufacturing problems led to the project?s cancelation.

The company was making a reputation for itself missing release dates and essentially producing nothing but vapourware. Glaze3D was later redesigned under the codename Axe, catching up to the competition with support for DirectX 8.1. The new chip was meant to debut as the Avalanche3D card by the end of 2001 and in the meantime a third development of Glaze3D codenamed Hammer was already promising DirectX 9 support.

Prototype Glaze3D boards were made with the initial run of chips, but everything came to a halt when Infineon stopped producing embedded DRAM in 2001 due to mounting financial loses. Lacking a manufacturing partner Bitboys finally gave up on desktop graphics and instead focused on mobile graphics IP.

BitBoys' exit and AMD's blunder: In May 2006, ATI acquired BitBoys for $44 million and announced the opening of a European design center. Soon after, ATI and Nokia entered into a long term strategic partnership. Just a couple of months later a then-healthy AMD announced it would acquire ATI in a grossly overvalued $5.4 billion deal. The mobile unit that included the BitBoys personnel was renamed Imageon and in a major lack of management foresight, it was sold off for $65 million to Qualcomm in January 2009. The latter continues to produce graphics under the name Adreno (an anagram of Radeon) as an integral component of the hugely popular Snapdragon SoC.

Intel launched its first (and last so far) commercial discrete 3D desktop gaming chip back in January 1998. The i740 traces its origins from a NASA flight simulation project for the Apollo space program by General Electric and later sold to Martin Marietta who merged with Lockheed three years later. The project was repurposed by Lockheed-Martin as Real3D for professional graphics products, notably the Real3D/100 and the Real3D/Pro-1000. The Sega Model 3 arcade board featured two of the Pro-1000 graphics systems.

Lockheed-Martin then formed a joint project with Intel and Chips and Technologies, named Project Aurora. Intel bought 20 per cent of Real3D in January, a month before the i740 launched. By this stage Intel had already purchased a 100 per cent of Chips and Technologies in July 1997.

The i740 combined the resources of the two distinct graphics and texture chips on the R3D/100, but was somewhat of an oddity in that Intel implemented AGP texturing, where textures were uploaded to system memory (render buffer could also be stored in RAM). Some designs used the card?s frame buffer to hold textures, with texture swapping to system RAM utilized if the frame buffer became saturated or the texture was too large to be stored in local graphics memory.

To minimize latency, Intel?s design used the AGP Direct Memory Execute (DiME) feature, which called only those textures required for rasterisation and left the rest stored in system RAM. Performance and image quality were acceptable, with performance roughly matching high-end offerings of the previous year. At $119 for the 4MB model and $149 for 8MB, pricing reflected Intel?s aggressive marketing. The i740 was sold either as Intel branded cards, Real3D StarFighter, or the Diamond Stealth II G450.

Intel740 / i740 AGP graphics board

Intel designed a revised i752 chip, but lack of interest from OEMs and the gaming community in general, caused the company to cancel commercial production. A few boards made it out of the manufacturing plant, but like the i740, instead made it into integrated graphics chipsets.

Lockheed-Martin closed down Real3D in October 1999, with the related IP being sold to Intel. Many of the staff subsequently moved over to Intel or ATI.

ATI gave the Rage Pro a makeover in February 1998, which basically consisted of renaming the card Rage Pro Turbo and delivering a set of drivers highly optimized for synthetic benchmarks. There was little else to it except a price tag bumped to $449. Drivers from beta2 onwards improved gaming performance.

ATI followed up with the Rage 128 GL and VR in August ? the first of the company?s products that former Tseng Labs engineers worked on. Supply was less than ideal for the retail channel until into the new year, however, which effectively killed any chance ATI had to stamp their mark on the gaming landscape as they had done with the OEM market. Specs included 32MB of on-board RAM (16MB and 32MB on the All-In-Wonder 128 version) and an efficient memory architecture, allowing the card to push past the Nvidia TNT when screen resolution increased and 32-bit color display was used. Unfortunately for ATI, many games and the hardware fit-out of many users at the time were geared for 16-bit color. Image quality was much the same as the mainstream competition from S3 and Nvidia, yet still lagged behind that of Matrox.

Nevertheless it was enough for ATI to become the top graphics supplier in 1998 with 27% of the market, and net income of CAD$168.4 million on sales of CAD$1.15 billion.

ATI announced the acquisition of Chromatic Research in October of that year for $67 million, whose MPACT media processors found favour in many PC TV solutions -- notably Compaq and Gateway. The chips offered very good 2D graphics performance, excellent audio and MPEG2 playback, but limited 3D gaming performance and were pricey at around $200. In the end, insurmountable software issues doomed the company to a four-year lifespan.

Two months after the i740 had made a small splash in the graphics market, 3Dfx introduced the Voodoo 2. Like its predecessor, it was a 3D only solution, and while impressive it represented a complex system. The boards sported two texturing ICs, which allowed for the first example of multitexturing found in graphics cards, and as a result it used a total of three chips, instead of just one combining 2D/3D capabilities like competing cards.

GLQuake showcased running on a Pentium MMX 225 MHz and 3Dfx Voodoo 2 graphics

Quantum3D?s implementations of the Voodoo 2 included the Obsidian2 X-24 as a single SLI card that could be paired with a 2D daughter card, the single slot SLI SB200/200SBi with 24MB of EDO RAM, and the Mercury Heavy Metal, which featured four 200SBi SLI boards connected via a controller board (AAlchemy) that served the function of SLI bridges found in today?s multi-GPU card setups.

The latter was a professional graphics solution intended for visual simulators, and as such it carried a hefty $9,999 price tag, while requiring an Intel BX or GX server board with four contiguous PCI slots.

The Voodoo Banshee was announced in June 1998 but it didn't hit retail for another three months. The card married the 2D portion of the still AWOL Rampage chipset to a single texture mapping unit (TMU), so while 3dfx could now offer a single chip with 2D and 3D capability at a much reduced production cost, the Banshee fell behind substantially when compared to the Voodoo 2?s ability of rendering multi textured polygons.

The revolution that 3dfx had ushered in three years earlier was now passing it by.

In raw 3D performance, the Voodoo 2 had no equal, but the competition was gaining ground fast. Amid increasing competition from ATI and Nvidia, 3dfx looked to retain a higher profit line by marketing and selling the boards themselves, something that was previously handled by a lengthy list of board partners. To this end, 3dfx purchased STB Systems on 15 December for $141 million in stock, but the venture proved a giant misstep as quality and cost of manufacture from the foundry used by the company (Juarez) could not compete with the Taiwanese (TSMC) foundries used by Nvidia. Nor could it compete with ATI?s Taiwanese foundry partner UMC.

Many of 3dfx?s former partners formed ties with Nvidia instead.

Amid increasing competition from ATI and Nvidia, 3dfx looked to retain a higher profit line by marketing and selling the boards themselves.

Compounding 3dfx?s mounting pressure in the marketplace, March 23 saw the launch of Nvidia?s Riva TNT -- which stood for TwiN Texel (rather than the explosive). Adding a second parallel pixel pipeline to the Riva?s design doubled the pixel fillrate and rendering speed, as well as a prodigious (for 1998) 16MB of SDR memory -- the Voodoo 2?s 8-16MB of RAM was of the slower EDO variety. While a strong contender, its performance was tamed as a result of its own complexity -- an eight million transistor chip on TSMC?s 350nm process could not run at Nvidia?s original 125MHz core/memory frequency due to heat, and thus it shipped with a 90MHz clock instead. This was a sizeable 28% reduction, enough to ensure that the Voodoo 2 barely remained the performance leader, largely due to Glide.

Even with the reduced specification, the TNT was an impressive card. Its AGP 2x interface allowed for gaming at 1600 x 1200 and 32-bit color rendering with a 24-bit Z-buffer (image depth representation). This was a huge improvement over the Voodoo 2?s 16-bit color support and 16-bit Z-buffer. The TNT traded blows with the Voodoo 2 and Banshee, offering a better feature set, better scaling with CPU clock speed, excellent AGP texturing and better 2D performance. The card didn?t ship in any meaningful quantities until September.

Not everything was going Nvidia?s way, at least not initially.

SGI filed a lawsuit against them on April 9 alleging patent infringement over texture mapping. The resulting settlement in July 1999 gave Nvidia access to SGI?s professional graphics portfolio, while SGI terminated their own graphics team and turned their low-level graphics team over to Nvidia. This virtual giveaway of IP is generally regarded as one of the main reasons why SGI roared into bankruptcy at breakneck speed.

With the major players in the market dominating the media coverage for the first few months of the year, June and July spotlighted two of the fading lights of the industry.

On June 16, Number Nine launched their Revolution IV card.

The card proved unable to match the strides in 3D performance Nvidia and ATI were making and as a result the company attempted to reinforce their position in the 2D productivity market instead.

SGI flat panel bundle
SGI flat panel bundled
with the Revolution IV-FP

Number Nine had always favoured 2D performance over allocating resources to 3D technology, and found itself hemmed in in both markets by gaming cards such as Nvidia?s TNT. The company decided to exploit the one real weakness afflicting most dedicated gaming cards: high display resolution at 32-bit color.

To this end, Number Nine added a 36-pin OpenLDI connector to the Revolution IV-FP that would connect to an SGI flat panel screen bundled with the card. The 17.3? SGI 1600SW (1600x1024) plus Revolution IV-FP package initially retailed for $2795.

This was Number Nine?s last homemade card as they went back to selling S3 and Nvidia products. The company?s assets were acquired by S3 in December 1999 and sold to engineers of Number Nine?s original design team, who formed Silicon Spectrum in 2002.

S3 announced the Savage3D at the 1998 E3 Expo and ? unlike the TNT and Voodoo Banshee ? the card arrived in retail shortly. The penalty for the speedy introduction was half-baked drivers, however. OpenGL games were particularly affected, to the extent that S3 supplied a mini OpenGL driver solely for Quake games.

S3?s original specification called for a 125MHz clock for the card, but yields and heat output caused the final shipping part to be clocked at 90-110MHz ? many review magazines and websites still received the higher clocked 125MHz pre-production samples. A Savage3D Supercharged part at 120MHz was released later on, and Hercules and STB sold the Terminator BEAST and Nitro 3200, respectively, clocked at 120/125MHz. Even though OpenGL emulation and DirectX performance was held back by driver support, the sub-$100 pricing for the reference boards, as well as acceptable performance in gaming and video playback brought in some sales.

Between 1997 and 1998 the number of graphics vendors who left the industry rose. Among them were Cirrus Logic, Macronix, Alliance Semiconductor, Dynamic Pictures (sold to 3DLabs), Tseng Labs, Chromatic Research (both bought by ATI), Rendition (sold to Micron), AccelGraphics (bought by Evans & Sutherland), and Chips and Technologies (engulfed by Intel).

The gulf between the have?s and have not?s became even more obvious in 1999.

January saw the release of the SiS 300, a budget business-machine graphics card. The Sis 300 offered minimal 3D performance in the context of 1999, and 2D wasn?t a match for most of SiS?s competitors in the retail market. A single pixel pipeline saw to that. Luckily for SiS, OEM?s had no qualms, since the card had enough feature checkboxes to satisfy them: a 128-bit memory bus (64-bit in the SiS 305 revision), 32-bit color support, DirectX 6.0 (DX7 for the 305), multitexturing, TV-out , and hardware MPEG2 decoding.

The SiS 315 followed in December 2000, which added a 256-bit memory bus, DirectX 8 support, full screen AA, a second pixel pipeline, a transform and lighting engine, DVD video motion compensation and DVI support. Performance was generally in the region of a GeForce 2 MX200. The same 315 chip formed the basis of SiS?s 650 chipset for Socket 478 boards (Pentium 4) in September 2001, and the SiS552 system on a chip in 2003.

Gaming on a budget: SiS 315 card running Unreal Tournament 2003

Besides SiS? offerings, the budget-minded continued to have a substantial range of offerings to choose from. Among them was the Trident Blade 3D (~$65), whose passable 3D performance (if spotty driver support) was generally on par with Intel?s i740.

Buoyed by this, Trident went on to release Blade 3D Turbo with clocks boosted from 110MHz to 135MHz, which helped it keep pace with Intel?s revised i752. Adding to Trident?s woes, their integrated graphics association with VIA was about to come to an abrupt halt when VIA acquired S3 Graphics in April 2000.

Trident?s core graphics business was then largely dependent upon high volume, low priced chips, predominantly in the mobile sector. The Blade 3D Turbo was refined into the Blade T16, T64 (143MHz), and XP (166MHz). But Trident?s 3D developments were happening at a much slower pace than the market in general. So much so, that even a much delayed budget offering like the SiS 315 handily disposed of the company?s new cards. Trident?s graphics division was sold to SiS?s XGI subsidiary in June 2003.

The S3 Savage4 was a step up in performance from the SiS and Trident offerings. The card had been announced in February, with retail availability from May and with a price of $100-130 depending on whether it had 16 or 32MB of onboard memory. S3?s texture compression introduced with the Savage3D, ensured that even with a limited 64-bit memory bus, textures up to 2048x2048 bytes could be accommodated.


Diamond Viper II Z200 (S3 Savage4)

The Savage4 became S3?s first card capable of supporting multitexturing, and the first card to support the AGP 4x interface. But not even improved drivers and a reasonable feature set could offset the fact that it struggled to attain the performance level of the previous generation of cards from 3dfx, Nvidia and ATI. This cycle was repeated at the end of the year when the Savage 2000 launched. The card achieved better than parity with the TNT2 and Matrox G400 at 1024x768 and below, but 1280x1024/1600x1200 was a different story.

The first of 3dfx?s Voodoo3 series arrived in March, backed by an extensive television and print advertising campaign, a new logo ? now with a small ?d? ? and vivid box art. The long awaited Rampage chipset still hadn?t arrived, so the boards sported much the same architecture, if somewhat tweaked in the Avenger chipset. They remained hamstrung by reliance upon 16-bit color, 256x256 texture support limitation, and a lack of hardware-based transform and lighting (T&L). These factors were starting to become crucial with game developers and 3dfx continued to disappoint by not delivering on their architectural and feature-set promises.

In what seems a time-honoured tradition, 3dfx blamed an earthquake for its failing fortunes, although this didn?t really impact ATI and Nvidia that much. In another sign of 3dfx?s mounting troubles, the company announced in December that their Glide proprietary graphics API would finally be available as open source, at a time when DirectX and OpenGL continued to gain traction with game developers.

March also saw Nvidia release the Riva TNT2, including the first of its Ultra branded boards with faster core and memory speeds, while Matrox unveiled the G400 series.

In a sign of 3dfx?s mounting troubles, the company announced that their Glide graphics API would be released as open source, as DirectX and OpenGL continued to gain traction with game developers

The TNT2 utilized TSMC?s 250nm process and managed to deliver the performance Nvidia had hoped for with the original TNT. It comprehensively outperformed the Voodoo 3, the only exceptions were applications utilizing AMD?s 3DNow! CPU instruction extension in conjunction with OpenGL. Keeping up with with 3dfx and Matrox, the TNT2 included DVI output for flat panel displays.

Meanwhile, the Matrox G400 managed to outperform both the Voodoo 3 and TNT2 for the most part, although OpenGL support still noticeably lagged behind. At $199-229, the card represented excellent value for money from a performance, image quality and feature set standpoint. The ability to drive two monitors via twin display controllers (called DualHead by Matrox) started a multi-monitor support trend for the company. The secondary monitor in this case was limited to 1280x1024 resolution.

The G400 also introduced Environment Mapped Bump Mapping (EMBM), which provided better texture representation. For those with slightly deeper pockets, a higher clocked G400 MAX at $250 ensured you had the fastest consumer card in the market until GeForce 256 DDR-based boards such as the Creative Labs 3D Blaster Annihilator Pro hit the store shelves in early 2000.

Matrox concentrated on the professional market from this point forward, with a brief return to the gaming market in 2002 with the Parhelia. Triple monitor support was not enough to offset inferior gaming performance and the new wave of DirectX 9.0 compatible hardware.

By the time the smoke had cleared from the 3dfx, Nvidia, and Matrox launches, 3DLabs slipped in the long awaited Permedia 3 Create!. The card had been announced months ago and was targeted at the professional user with an interest in gaming. As such, 3DLabs prioritized 2D functionality over 3D, leveraging their professional graphics expertise which had been acquired in July 1998 from Dynamic Pictures, designers of the superlative Oxygen range of workstation cards.

Unfortunately for 3DLabs, what was important for workstation graphics tended to be complex polygon modelling ? usually at the expense of texture fill rate. This was pretty much the reverse of gaming card requirements, where texturing and eye candy took precedence over elaborate wire frame modelling.

Overpriced and outperformed by TNT2 and Voodoo 3 in gaming scenarios, and not far enough ahead in workstation tasks to differentiate it from the competition, the Permedia 3 represented the last attempt by 3DLabs to build a card with gaming in mind. From that point on, 3DLabs would concentrate their efforts on the GLINT R3 and R4 based Oxygen cards; ranging from the $299 VX-1 to the $1499 GVX 420, while the Wildcat range (such as the $2499 Wildcat II -5110) were still based on Intense3D?s ParaScale graphics processors from the acquisition of Intense3D from Intergraph in July 2000. 3DLabs would begin to integrate their own graphics into the Wildcat series from 2002, when Creative Technology bought the company with their P9 and P10 processors.

The company left the desktop market in 2006 and shifted its focus to media orientated graphics as the division merged with Creative?s SoC group, renamed ZiiLabs -- sold to Intel in November 2012.

ATI?s strides had been somewhat incremental since the Rage 128?s debut. In late 1998 the company added AGP 4x support and a clock boost to the Rage 128 to release the Pro variant of the card, which also featured video capture and TV-Out options. The Rage 128 Pro?s gaming performance was broadly equal to Nvidia?s TNT2, but fell way short of the TNT2 Ultra, something ATI intended to remedy with Project Aurora.


ATI's Rage Fury MAXX combined two Rage 128 Pro chips on a single board


When it became apparent ATI would not have a chip capable of winning the performance race, the project changed tack and was realized as the Rage Fury MAXX, which comprised two Rage 128 Pro?s on the same PCB. Specification numbers were impressive, with the two chips each taking responsibility for rendering alternate frames and essentially halving the gaming workload between them. In practice, while the card bested the previous generation offerings, it wasn?t a match for the S3 Savage 2000 and would fall consistently behind the upcoming GeForce 256 DDR. The latter was only slightly more expensive at $279 versus ATI?s $249.

Nvidia's GeForce 256 was the first graphics chip to actually be called a GPU, based on the addition of a hardware-based transformation and lighting engine (T&L).

Less than two months after the Rage Fury MAXX announcement, Nvidia announced the GeForce 256 SDR on October 1, followed in February 2000 by the DDR version. It would be the first card to use this form of RAM. A 23 million transistor chip built on TSMC?s 220nm process, this was the first graphics chip to actually be called a GPU (Graphics Processing Unit), based on the addition of a transformation and lighting engine (TnL or T&L).

This engine allowed the graphics chip to undertake the heavily floating-point intensive calculations of transforming the 3D objects and scenes ? and their associated lighting ? into the 2D representation of the rendered image. Previously, this computation was undertaken by the CPU, which could easily bottleneck with the workload, and tended to limit available detail.

Nvidia Grass Demo (GeForce 256)

The GeForce 256?s status as the first to incorporate programmable pixel shaders with the use of T&L has long been the subject of debate. That?s because a number of designs also incorporated T&L either at the prototype stage (Rendition V?rit?V4400, BitBoys Pyramid3D, 3dfx Rampage), at a level approaching irrelevancy (3DLabs GLINT, Matrox G400?s WARP), or through a separate on-board chip (Hercules Thriller Conspiracy).

None of these achieved commercial functionality, however. Moreover, by being first to adopt a four pipeline architecture, Nvidia had an inbuilt performance lead over the competition. This combined with the T&L engine enabled the company to market the GeForce 256 as a professional workstation card.

A month after the desktop variant became available, Nvidia announced their first range of professional workstation Quadro cards, the SGI VPro V3 and VR3, based on the GeForce 256. The cards leveraged SGI?s graphics technology Nvidia had gained access to through a cross-license agreement signed in July 1999.

Nvidia?s $41 million profit for the year on revenue of $374.5 million comfortably eclipsed 1998?s figures of $4.1 million and $158.2 million, respectively, and represented a huge leap from 1997?s $13.3 million in revenue. Microsoft?s initial payment of $200 million for the NV2A (the graphics core for the Xbox) added to Nvidia?s coffers, as did a $400 million secondary bond and stock offering in April.

These numbers paled next to ATI?s $1.2 billion in revenue and $160 million profit for the year, thanks to a 32% share of the graphics market. But the latter was on the verge of losing a significant portion of the OEM business thanks to Intel?s 815 series of integrated graphics.

This article is the second installment on a series of four. Next week we'll get closer to present time, when the industry takes a turn and major consolidation takes place leaving space for only two players. The beginning of the GeForce vs. Radeon era.


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Saturday, April 20, 2013

Graphics chip designer Raja Koduri heads back to AMD after four-year stint at Apple

Image


Well, it looks like AMD had a bit of news up its sleeve that it chose not to drop during its earnings call yesterday. The Wall Street Journal has confirmed that famed graphics chip designer Raja Koduri is heading back to the company, which he left in 2009 to take on the graphics CTO role at Apple. Presumably, Koduri will again be performing some similar duties at AMD, but the company isn't offering any further details just yet apart from saying that it's "very pleased" about the move.


Source: The Wall Street Journal


More Coverage: AnandTech

Friday, March 22, 2013

AMD intros Radeon HD 7790 graphics card for $149, promises cooler and quieter 1080p gaming

AMD intros Radeon HD 7790 graphics card for $149, promises cooler and quieter 1080p gaming


We were half expecting AMD's next graphics card to be some sort of supercomputing colossus, given all the buzz around NVIDIA's GTX Titan. As it turns out, though, we're looking at something more subtle and just slightly more affordable: the new Radeon HD 7790. It slots into a cosy niche between the 7770 and the 7850, targeting gamers who want a good helping of 28nm silicon and potential for CrossFire expansion but who don't want to stretch beyond $149. Efficiency tweaks allow the 7790 to offer almost 50 percent more processing power than the 7770 while only demanding a smidgen of extra wattage (85 W instead of 80 W), which bodes well for cooling and decibels. Relative to the 7850, which can now be had for under $200, you'd be getting a card with half the power consumption, half the memory (1GB GDDR5), half the memory bandwidth (128-bit) and around 30 percent less processing power.


Compare it to the closest rival from NVIDIA, the GTX 650 Ti, which currently fetches upwards of $140, and AMD claims the Radeon HD 7790 offers an average 20 percent advantage in frame rates at 1080p -- enough that you shouldn't need to worry about games like Tomb Raider or Hitman: Absolution at that resolution. Check out the slide deck for further details and official frame-rate charts, and expect to see the card reach retailers starting April 2nd.AMD Radeon HD 7790 slide deckSee all photoswhen.eng("eng.galleries.init")


Source

Wednesday, December 12, 2012

Far Cry 3 Performance Test: Graphics & CPU

Designed exclusively for PC, the original Far Cry sold 730,000 copies in the first four months following its March 2004 release and was hailed as one of the best shooters, combining an adventurous plot that followed ex-Army operative Jack Carver's heroic exploits on a mysterious Micronesian archipelago with engaging sandbox combat and some of the period's most advanced graphics courtesy of CryEngine.

Despite Far Cry's success, Crytek shifted gears to a fresh IP, Crysis, instead of focusing on a follow up to its previous hit -- a decision that came at least partly because the studio felt Far Cry's fiction was too restrictive. Nonetheless, Ubisoft (Far Cry's publisher) had no intentions of letting the property fizzle out, and its Montreal outfit released a multi-platform sequel in October 2008.

Having been developed by a different studio, Far Cry 2 was considerably different from its predecessor. Among the most notable changes was the use of a heavily modified version of CryEngine called Dunia. The title also featured new characters, a fresh setting, a more open world and new gameplay mechanics. Some gamers heavily criticized those changes, but Far Cry 2 was still positively received and sold well.

Having passed four years since Far Cry 2's arrival, Ubisoft has revisited the franchise this holiday season with a third entry that more closely resembles the franchise's 2004 debut. Far Cry 3 89 is set on a tropical island, this time found somewhere at the intersection of the Indian and Pacific Oceans, and the story involves rescuing your kidnapped friends from the island's unhinged inhabitants.

The latest release is built using an advanced version of the Dunia engine called Dunia 2, which is said to feature new water rendering technology, a realistic weather system, advanced AI technology, a new animation system, realistic facial expressions, motion capture technology and global illumination -- many of which are made possible by the game's adoption of DirectX 11 and can only be experienced on the PC version.

Based on the screenshots we saw leading up to the game's release, we were expecting it to be highly demanding and at least we hope that it can take advantage of the latest and greatest graphics cards and processors. If so, it would join a few other recent releases (namely Hitman: Absolution and Medal of Honor: Warfighter) that also managed to tax our high-end gear. Let's toast some silicon...

We'll be testing 29 DirectX 11 graphics card configurations from AMD and Nvidia. The latest drivers will be used, and every card will be paired with an Intel Core i7-3960X to remove CPU bottlenecks that could influence high-end GPU scores.

We're using Fraps to measure frame rates during 90 seconds of gameplay footage from Far Cry 3's third chapter, Dr. Earnhardt's Mansion. Our test begins on one of the nearby islands under a radio tower. At the start of the test, a nearby patrol vehicle approaches and is taken out using a sniper rifle, then on foot we run through some dense vegetation to a nearby enemy camp where some hostiles are engaged briefly before the test ends.

We'll test Far Cry 3 at three common desktop display resolutions: 1680x1050, 1920x1200 and 2560x1600, using the DX11 mode. For the ultra-quality test, we'll set the 'overall quality' in the video quality menu to ultra while also setting the MSAA level to 4. The high-quality test will be conducted with MSAA disabled with the overall quality setting on high.

Gigabyte Radeon HD 7970 GHz Edition (3072MB)Gigabyte Radeon HD 7970 (3072MB)Gigabyte Radeon HD 7950 (3072MB)AMD Radeon HD 7870 (2048MB)AMD Radeon HD 7850 (2048MB)HIS Radeon HD 7770 (1024MB)HIS Radeon HD 7750 (1024MB)HIS Radeon HD 6970 (2048MB)HIS Radeon HD 6950 (2048MB)HIS Radeon HD 6870 (1024MB)HIS Radeon HD 6850 (1024MB)HIS Radeon HD 6790 (1024MB) HIS Radeon HD 6770 (1024MB)HIS Radeon HD 6750 (1024MB)AMD Radeon HD 5870 (2048MB)AMD Radeon HD 5830 (1024MB)Gigabyte GeForce GTX 680 (4096MB)Gigabyte GeForce GTX 680 (2048MB)Gigabyte GeForce GTX 670 (2048MB)Gigabyte GeForce GTX 660 Ti (2048MB)Gigabyte GeForce GTX 660 (2048MB)Gigabyte GeForce GTX 650 Ti (2048MB)Gigabyte GeForce GTX 580 (1536MB)Gigabyte GeForce GTX 570 (1280MB)Gigabyte GeForce GTX 560 Ti (1024MB)Gigabyte GeForce GTX 560 (1024MB)Nvidia GeForce GTX 480 (1536MB)Gigabyte GeForce GTX 460 (1024MB)Gigabyte GeForce GTX 550 Ti (1024MB)Intel Core i7-3960X Extreme Edition (3.30GHz)x4 4GB G.Skill DDR3-1600 (CAS 8-8-8-20)Gigabyte G1.Assassin2 (Intel X79)OCZ ZX Series 1250wCrucial m4 512GB (SATA 6Gb/s)Microsoft Windows 7 SP1 64-bitNvidia Forceware 310.70AMD Catalyst 12.11 (Beta 11 CAP 2)

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