The GeForce FX 5900 Ultra 
A Preview And Performance Analysis With NVIDIA's New Killer

By - Dave Altavilla
May 12, 2003

 

We've covered many current 3D Graphics Processors in the graph below, in recent articles.  However, we modified it here a bit, to show you only the top end products available on the market, leaving out the true mainstream or value oriented cards.

GPUs and VPUs Compared
Fillrate and Bandwidth = Frame Rate

There has been a fair amount of controversy over whether or not the GeForce FX (NV30 or NV35) can be called an "8 pipe" GPU.  We asked NVIDIA directly, with some very specific questions regarding how their programmable graphics processor handles things.  Here's what we were told...

"If a game is mult-textured both ATI and NVIDIA will run at 8/# textured pixels per clock.

So...
                                 Clock Speed    Single Texture + Z   Dual Texture + Z    Z/Stencil Only
Radeon 9800 Pro             380                     3040                      3040                      3040
GeForce FX 5900 Ultra    450                     1800                      3600                      3600

Basically, only frame buffer blending is done at 4 pixels per clock, everything else is done at 8 ppc.

The main problem is the old terminology does not really apply to the new programmable pipelines.  GeForce FX 5800 and 5900 GPUs run at 8 pixels per clock for all of the following:
a) z-rendering
b) stencil operations
c) texture operations
d) shader operations

For advanced applications (such as Doom3) *most* of the time is spent in these modes because of the advanced shadowing techniques that use shadow buffers, stencil testing and next-generation shaders that are longer and therefore make the apps "shading-bound" rather than "color fill-rate" bound.

Only color+Z rendering is done at 4 pixels per clock, all other modes (z, stencil, texture, shading) run at 8 pixels per clock.

The more advanced the application, the less percentage of total rendering is color, because more time is spent texturing, shading and doing advanced shadowing/lighting. When measuring in games that do not use advanced rendering techniques, is it more important how many pixels per clock you can do, or how fast the game performs?
  Look at Serious Sam.  We win at that game and it uses a lot of color + z rendering.  If we can do the same amount of work with a 4x2 set-up as they do with an 8x1 set-up, then who should the "shame" be targeted at?  Shame on us for only having a 4x2 pipeline or shame on them for getting beat by a GPU with "half as many pipes"?

Clear as mud eh?  Well, suffice it to say that the NV35 sometimes acts as an 8 pipe GPU and sometimes a 4 pipe.  The bottom line is this, unless you are concerned about the technical side of things, it's all about frame rate folks.  So there's not a lot of sense in burning up brain cells on this mystery.  The benchmarks that will follow here will speak for themselves.

A New Family Of High End GPUs
NV35 - The Real GeForce FX

Here are a couple of quick snaps from NVIDIA's NV35 / GeForce FX 5900 presentation, which cover positioning and future iterations of board level products.

As you can see, NV35 or the GFFX 5900 Ultra is now the flagship, with the FX 5600 and 5200s following up in the mainstream segments.  There is no sign of the NV30 or GFFX 5800 Ultra here.  It's clear NVIDIA is aiming to completely put the NV30 out to pasture and to think, it was only in its infancy.


The real good news is that there will be a couple of other flavors of the NV35, with much more manageable price points.  Personally, we think the days of a $500 Graphics Card are over but that's the ESP (estimated street price) of the GeForce FX 5900 Ultra.  We're hopeful that the "street" will beat down the price a bit more on the 256MB variant we've tested for you today.  However, users will have choices and the GeForce FX 5900, a 128MB version of the NV35 (core and memory clock speeds not noted as of yet), appears to go head to head with the Radeon 9800 Pro's price point.  The real interesting card here, in our opinion, is the "NV35 Value".  Depending on clock speeds and memory components used, this could be the "enthusiast mainstream" card of choice, along with some earnest overclocking.  Time will tell but NVIDIA is still obviously getting a handle on all of the SKUs for retail.

NVIDIA's UltraShadow
Hardware Acceleration Engine For Next Generation Shadow Effects

Although the NV35 shares much of the same feature set of the NV30, in addition to its beefed up memory bus width, it does also come with some extended capabilities.  Most notably, NVIDIA is now evangelizing their new "UltraShadow" technology within the NV35's core.  This is a hardware assist for shadow volume processing.  Think of it as a sort of "Z-Cull for shadows".

Now then, as you can see in the above diagram, there are certain areas of a given scene, where rendering of shadow effects are required to present the proper perspective, look and feel, to the viewer.  Then, very much like hidden surface removal or "Z-Cull", there are areas or "clip planes" that can be defined, where the effect is not needed as much, since it will not be technically viewable to the user.  Depending on the light source position and volume, shadows will be drawn or limited according to the pre-set conditions of the programmer. Which brings us to where the rubber meets the road with NVIDIA's new "UltraShadow" technology.  This is a feature that Game Devs must implement in their engine, in order to take advantage of it.  It's not an "out of the box" feature.  This is something that obviously could take time to deploy, in next generation game development and it is all dependant upon adoption in the community.  Having said this, like hidden surface removal, it seems like a logical progression as complex lighting and shadowing requirements scale, with next generation titles like Doom3.

 

Tech Demos, Drivers and Image Quality