Home
ASUS EN7800GT TOP Silent video card review Print E-mail
Written by Hanners   
Thursday, 16 March 2006 00:00
Article Index
ASUS EN7800GT TOP Silent video card review
Board, bundle and packaging
Test setup, synthetic benchmarks
Far Cry, Quake 4, Day of Defeat: Source
Lost Coast, F.E.A.R., Age of Empires III
NFS: Most Wanted, Call of Duty 2, SC: Chaos Theory
Overclocking, Conclusions

  

ASUS EN7800GT TOP Silent video card review

Last week's launch of NVIDIA's GeForce 7900 GT refresh part may have lowered the general desirability of its predecessor, the GeForce 7800 GT, but not extinguished it completely.  In particular, the board we are looking at today can (for the time being at least) distance itself from its other G70-based bretheren by virtue of its unique properties - Namely, the fact that it currently holds the torch as the highest performance passively cooled video card on the market.

So, let us put all the talk of G71 to one side for the moment, and see how ASUS' passively cooled EN7800GT TOP Silent handles itself.

GeForce 7800 GT architecture

For a more comprehensive evaluation of the G70 architecture which powers the GeForce 7800 GT (and its big brother, the 7800 GTX), take a look at our G70 technology preview, which should give you a good grounding into the capabilities of this part.  To briefly recap, the GeForce 7800 GT differs from the 7800 GTX by way of having one pixel quad (four pixel pipelines) disabled, leaving it with a complement of five quads, or twenty pixel pipelines.  It also features one less vertex shader than the GTX part, giving it a total of seven units compared to eight on a full G70 core.

Aside from these configuration differences, the GeForce 7800 GT is otherwise identical to the rest of the G70-based line-up, featuring as it does a full Shader Model 3.0 architecture, and inheriting the same texture filtering and anti-aliasing abilities (meaning that Transparancy anti-aliasing is in, but the ability to perform multi-sample anti-aliasing in conjunction with floating-point blending is unavailable).

  • CineFX 4.0 Architecture
    • Full DirectX9 Support
    • DirectX9 Shader Model 3.0 Support
      • Vertex Shader 3.0
      • Pixel Shader 3.0
      • Internal 128-bit Floating Point (FP32) Precisions
    • Unlimited Shader Lengths
    • Up to 16 textures per pass
    • Support for FP16 Texture Formats with Filtering, FP32 without
    • Non-Power of two texture support
    • Multiple Render Targets
  • NVIDIA High Precision Dynamic Range Technology
    • Full FP16 Floating Point Support throughout the entire pipeline
    • FP16 Floating Point Frame Buffer Support
  • Intellisample 4.0
    • Up to 4X, Gamma Adjusted, Native Multi-sampling FSAA with rotated grid sampling
    • Transparent Multi-Sampling and Super-Sampling
    • Lossless colour, texture, z-data compression
    • Fast Z Clear
    • Up to 16x Anisotropic Filtering
  • UltraShadow Technology
  • NVIDIA SLI Support
  • NVIDIA Pure Video Technology
    • Adaptable Programmable video processor
    • High Definition MPEG2 and WMV9 acceleration
    • Spatial Temporal de-interlacing
    • Inverse 2:2 and 3:2 pull-down (Inverse Telecine)
    • 4-tap horizontal, 5-tap vertical scaling
    • Overlay color temperature correction
    • Microsoft® Video Mixing Renderer (VMR) supports multiple video windows with full video quality and features in each window
    • Integrated HDTV output
  • Advanced Display options
    • Dedicated on-chip video processor
    • nView Multi Display technology
    • Digital Vibrance Control 3.0



 
eXTReMe Tracker