hi-techreviews.com  
  
 Google Ads
 

     

Topic: Video Card
Product: Gigabyte GeForce 6600 GT PCI-E
Supplied By: Gigabyte
Date: 01/07/05
Reviewer: Troy Palmer

Specifications

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.

 

Visible geometry

 

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.

 

3D model of mesh highlighted

 

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.

 

    

 

 

 
All logos and trademarks in this site are property of Hi-Techreviews Inc.. The comments are property of their posters. © 2004