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Specifications
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Graphics
Chip |
NVIDIA GeForce
6600 GT |
| Memory |
128 MB GDDR3 |
| Memory
Bus |
128 bit |
| Core Clock |
500 MHz |
| Memory
Clock |
1000 MHz (effective) |
| Maximum Resolution |
2048 x 1536 @ 85 Hz |
| Bus
Interface |
PCI Express x16 |
| Pixel Pipelines |
8 |
| Output
Options |
VGA
DVI
TV-Out (including HDTV adapter) |
Features: UltraShadow II Technology
With the release of the GeForce 6 series cards we are
introduced to something entirely new that looks to add a new dimension to
our gaming experience, that being NVIDIA's UltraShadow™ II technology. In a
nutshell what they have done is figure out a way to accelerate the way the
shadow interaction in an gaming environment.
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Visible geometry |
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Shadow volume geometry |
As anyone that plays games knows shadows are an important
part of any game, it's what makes the game seem real and adds that special
feeling of spookiness to it just before you get your head fragged off. But
as the games got more complex with more and more objects added to each scene
the graphics card is forced to work even harder as each light source
must be analyzed for objects for each frame and the proper shadowing
rendered on a continual basis. This is not a simple task and you have more
than likely seen your fair share of video cards choke under these normal
conditions.
By applying NVIDIA’s UltraShadow II technology to today's
games developers can build stunning visual effects to create distinctive
looks and digital environments that set their games apart from the
competition. This is a result of the increase in performance in the lighting
and shadow pass phases of rendering. In fact, the new technology in
UltraShadow II allows for a 4× performance increase (compared to
the previous generation) for passes involving shadow volumes— without the
developer having to do any work.
CineFX Architecture
Programmers can now take advantage of the CineFX 3.0
capabilities—vertex processing with textures—to bring more depth and realism
to every component, surface, and character in a scene. In real time, texture
information can be mapped onto vertices with simple-to-use texture
load-to-register instructions. This technique, also known as displacement
mapping, eliminates the smooth surfaces that developers were either forced
to work around with pixel shader level techniques (like bump mapping) or to
leave as smooth surfaces in their 3D environments.
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3D model of mesh highlighted |
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material color applied |
With the release of the GeForce 6 series cards we are now
presented with a video card that is more than just a gaming or graphics
card, this series of cards has a fully programmable video processor on-board
that allows you to use it with certain specialized software such as Adobe's
After Effect's.
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