Well, it's been nothing if not eventful in the
graphics market this year. We've seen new assaults from SiS,
Trident, Matrox and Creative, we've seen the switch from 0.15micron
to 0.13micron announced and now, and perhaps the least expected
of all we've seen NVIDIA's performance crown swiped from under
their nose. At this precise moment in time, what is perhaps
NVIDIA's biggest strength is also their biggest weakness. The
religious way they've kept to their 6 month product cycle has
if anything made them a little predictable and like a grand
prix where the teams know each other's pit strategy that makes
it a whole lot easier to get the jump on them. NVIDIA haven't
technically missed their fall launch yet but already they must
be feeling the pressure from ATi's recently released flagship
Radeon 9700 PRO whose meticulously timed release gave it a front
row seat that even the Detonator 40.41s couldn't take away from.
It's always easier to impose yourself on a race when you're
running from the front but do ATi have a strong enough product
in the Radeon 9700 PRO to keep the pressure on and to mop up
the pre festive season buyers? That's hopefully what we're going
to find out today.
The card I get to put through its paces today
was supplied thanks to Paul Dutton and the guys over at The
Overclocking Store who are actually turning these babies
out at a rather incredible £287.86 inc VAT which actually
positions it cheaper than the majority of Ti4600s available
at the moment. Manufactured by Connect3D this 'ATI Powered'
Radeon 9700 PRO offers full retail spec at a price that has
to make it a very tempting upgrade indeed.
ATi have never before had such an unquestionable
performance advantage over their Santa Clara rivals but is it
deserved, can it be sustained and does it work the way it says
it does? Let's take a look!
The Tale Of The Tape :
overview
ATI revolutionizes the world of graphics technology with the
RADEON™ 9700 Visual Processing Unit (VPU). Featuring fast 3D
graphics performance, coupled with sophisticated real-time visual
effects, unsurpassed image quality and cutting-edge video features,
RADEON™ 9700 provides you with an amazing PC entertainment experience.
First to fully support DirectX® 9.0
With its new SMARTSHADER™ 2.0 technology, RADEON™ 9700
supports DirectX® 9.0 and the latest OpenGL® functionality
to give developers the freedom to create more complicated
and realistic visual effects than ever before.
First 8-pixel pipeline architecture
RADEON™ 9700 is the first graphics technology capable
of processing 8 pixels simultaneously - twice as many
compared to any existing product. This highly optimized
design provides top 3D performance for both Direct3D®
and OpenGL® games and applications.
256-bit DDR memory interface
The high-bandwidth memory interface of the RADEON™ 9700,
utilizing the latest HYPER Z™ III bandwidth-conserving
technology, removes a key performance bottleneck and
provides end users with faster graphics performance.
Support for AGP 8X specification
RADEON™ 9700 supports the new AGP 8X standard, which
allows large volumes of texture and vertex data to be
transferred faster from system memory to the chip (2.0
GB/sec).
First to use pixel shaders to accelerate video
With ATI's new VIDEOSHADER™ technology, RADEON™ 9700
continues the tradition of providing industry-leading
video and DVD playback. RADEON™ 9700 also offers FULLSTREAM™
- a new technology that removes blocky artifacts from
video and provides sharper image quality.
System Requirements
Radeon 9700 PRO requires connection to your PC's internal
power supply for operation. A 300 watt power supply
or greater is recommended to ensure normal system operation
where a number of other internal devices are installed.
Intel® Pentium® 4/III/II/Celeron™, AMD® K6/Duron™/Athlon®/Athlon
XP® or compatible with AGP 2X (3.3v), 4X (1.5V), 8X
(0.8v) or Universal AGP 3.0 bus configuration (2X/4X/8X).
128MB of system memory
Installation software requires CD-ROM drive
DVD playback requires DVD drive
Graphics Technology
RADEON™ 9700 PRO Visual Processing Unit (VPU)
Memory Configuration
128MB of double data rate SDRAM
Operating Systems Support
Windows® XP
Windows® 2000
Windows® Me
Display Support
VGA connector for analog CRT
S-video or composite connector for TV / VCR
DVI-I connector for digital CRT or flat panel
Independent resolutions and refresh rates for any
two connected displays
Features
Eight parallel rendering pipelines
Four parallel geometry engines
256-bit DDR memory interface
AGP 8X support
SMARTSHADER™ 2.0
Programmable pixel and vertex shaders
16 textures per pass
Pixel shaders up to 160 instructions with 128-bit
floating point precision
Vertex shaders up to 1024 instructions with flow
control
Multiple render target support
Shadow volume rendering acceleration
High precision 10-bit per channel frame buffer
support
Supports DirectX® 9.0 and the latest version of
OpenGL
SMOOTHVISION™ 2.0
2x/4x/6x full scene anti-aliasing modes
Adaptive algorithm with programmable sample
patterns
2x/4x/8x/16x anisotropic filtering modes
Adaptive algorithm with bi-linear (performance)
and tri-linear (quality) options
HYPER Z™ III
3-level Hierarchical Z-Buffer with early Z test
Lossless Z-Buffer compression (up to 24:1)
Fast Z-Buffer Clear
TRUFORM™ 2.0
2nd generation N-Patch higher order
surface support
Discrete and continuous tessellation levels per
polygon
Displacement mapping
VIDEOSHADER™
Seamless integration of pixel shaders with video
FULLSTREAM™ video de-blocking technology
Noise removal filtering for captured video
MPEG-2 decoding with motion compensation, iDCT and
color space conversion
Integrated TV Output support up to 1024x768 resolution
Optimized for Pentium® 4 SSE2 and AMD Athlon™ 3Dnow!
PC 2002 compliant
Mode Tables
2D DISPLAY MODES
Resolutions, colors and maximum refresh rates (Hz) in 256, 65K
or 16.7M colors
Monitor Resolution
Hz
640x480
120
800x600
120
1024x768
120
1152x864
120
1280x1024
120
1600x1200
85
1920x1080* 16:9
75
1920x1200
75
1920x1440
75
2048x1536
60
*16:9 aspect ratio monitors are supported on 1920x1080 and
848x480 on Windows® XP, Windows® 2000 and Windows® ME. The complete
list of resolutions depends on the driver version and operating
system. NOTE: that resolutions are limited by the performance
of the attached monitor.
MAXIMUM 3D RESOLUTIONS
(with 128MB Frame Buffer)
65K colors
2048x1536
16.7M colors
2048x1536
Okay with the boring part (for most of you) out
of the way let's just pick up on some of the more noteworthy
features.
First of all a look at what it doesn't have rather
than what it does. To begin with somewhere along the line ATi
decided to sneakily drop W buffer support. Although ATi rightly
state that this can be handled through the 9700's pixel/vertex
shaders this can't be done for older games without the use of
a patch. Okay so the gaming world won't grind to a halt because
of the lack of W buffers but it will make life more difficult
for developers of games like flight sims that by their very
nature involve the rendering of vast terrain models. It seems
the 9700 is now pretty much tied in to a 24bit Z buffer and
8bit Stencil buffer as indeed did the Radeon 8500 before it.
Next up I got to wondering what happened to the
refresh rates? 60 to 75Hz at resolutions beyond 16x12 aren't
going to please users of high end monitors and although I don't
have a monitor capable of such settings I was a little bemused
at having my refresh rate capped at 120Hz even at a baseline
800x600. This is certainly lower than the 9700's RAMDACs can
manage.
But with the minus points aired let's take a more
positive look at what's been added or improved. To begin with
there's the GPU/VPU itself. This is now clocked at 325MHz which
coupled with a 256bit memory bus and a memory clock of 310MHz
offers an outstanding 19.8 GB/sec of memory bandwidth. Unlike
NVIDIA who are currently pioneering the switch to a 0.13micron
process ATi played safe and stuck to a 0.15micron core with
some 110million+ transistors, not that there's anything safe
about the creation of such a complex piece of silicon.
On the GPU you'll find 8 pixel rendering pipelines
capable of handling 16 textures in a single pass. There are
also 4 programmable parallel vertex shaders onboard capable
of capable of dealing with one vertex and one triangle per clock
cycle. The vertex shader is also responsible for the new implementation
of TRUFORM imaginatively known as TRUFORM II. This improves
on the original TRUFORM in that while the original was forced
to use fixed "steps" in the level of tessellation
applied TRUFORM II can now offer infinitely variable levels
of tessellation as the need arises. To round off the vertex
shader functions it also handles displacement mapping. Unlike
bump mapping which only operates on a surface's normals (lighting
direction information), displacement mapping actually modifies
the surface itself based on information held in a displacement
map.
The advantage to this is when an object is viewed
in profile or as a silhouette. For example if we take a cylinder
and apply a bump map to it to simulate a threaded portion, that
screw thread will still appear to be a cylinder when you look
at its silhouette while a displacement mapped screw thread would
distort the cylinder to create an actual thread that even in
silhouette looks right. It doesn't use any less polygons than
actually mapping the surface from the word go, it's simply an
easier way to do it. The same principle would apply so a tyre
tread as in the example below.
The vertex shader 2.0 standard now adds flow control
instruction to the increased 1024 instructions handling capability
which means routines can be looped, conditionally jumped etc.
leading to even greater flexibility. 128bit floating point pixel
shader precision allows for greater colour fidelity and dynamic
range for the pixel shaders but alas these lack the same flow
control instructions. In real terms this means that not only
can scenes potentially consist of more colours but also they
can have a larger brightness range offering somber shadows and
bright highlights in the same frame without sacrificing colour
fidelity.
Memory bandwidth will be a major problem when
using 128bit colour but the Radeon 9700 is ready to handle DDRII
when it comes along so this should radically help. Of course
a lot of the 9700's features are dependent on the arrival of
DirectX 9 so let's just have a quick look at what it'll add.
The 9700 also supports a 256 bit memory architecture
that, as you can see below is similar in its operation to the
128bit architecture introduced by NVIDIA. 256bit memory means
more pins on the GPU, more difficulty in the design and more
real estate needed for the core and packaging, particularly
using the 0.15micron process as ATi are, but the benefits should
be worthwhile.
And we can't mention the memory architecture without
reference to the so far rather unexciting addition of an AGP8X
interface. While this increases the bandwidth from 1 GB/sec
(AGP 4X)to 2 GB/sec (AGP 8X) it's not currently being taken
advantage of to any great extent and seems plagued with compatibility
issues when used on the current batch of AGP 8X chipset motherboards,
including our KT400 DFI board.
HyperZ III continues the ATi tradition for hidden
surface removal and Z buffer efficiency. Frame and Z buffers
are handled in blocks of 8x8 pixels and Z buffers are cleared
per block rather than per pixel so decreasing the time taken
to flush them (Fast Z Clear).
ATi's improved Z compression allows data within
those 8x8 pixel blocks to be compressed at a ratio of ratio
of between 2:1 up to 4:1 prior to being written to the Z buffer.
This can increase to as much as 24:1 depending on AA mode used.
AntiAliasing on the Radeon 9700 now uses a much
more efficient multi-sampling technique and improved sub-pixel
sample pattern. This is combined with some clever Z buffer sampling
and non-linear gamma correction to improve AA quality on a conventional
CRT monitor. This in theory should offer just about the best
AA quality on the market.
6x AA Sampling
ATi have once again innovated in the use of their
video technology by handing off some of the video decoding functions
to the pixel shader. This perfectly demonstrates the flexibility
of the current generation of shaders. ATi have called this technology.....wait
for it......VideoShader!
One of the big features they're touting on the
video front is "FULLSTREAM", a technology designed
to filter out some of the blockiness often found in low bandwidth
video. It seems that that video application being used needs
to be coded to take advantage of this technology and ATi expect
support from REAL and other third party partners in the near
future. It seems a little odd that the feature can't be implemented
at the driver stage but without knowing more about the steps
involved there's know way of knowing if this would be feasible.
Finally on the display side the 9700 PRO features
dual 400MHz RAMDACs which can be configured for dual outputs
using ATi's proprietary HydraVision software. There's also an
onboard 165 MHz TDMS transmitter for digital display output.
ATi make an impression by now offering 10bit colour precision
as opposed to the 8bit precision we've become used to. This
in theory should offer a much greater range of colours and transitions.
In theory while 8bit colour offers 256 shades of red, green
and blue or a total of 256x256x256 = 16.78 million colour variations,
10bit offers 1024 shades of red, green and blue or 1024x1024x1024
= 10.74 billion colours. Not something LCD monitor users are
going to benefit a great deal from but it should bring some
nice improvements on CRT monitors.
Okay, that's a pretty basic look at what the 9700
has on offer, let's take a look at the graphics card in question
: