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Leadtek WinFast PX7600 GT TDH video card review Print E-mail
Written by Hanners   
Tuesday, 30 May 2006 00:00
Article Index
Leadtek WinFast PX7600 GT TDH video card review
Board, bundle and packaging
Test setup, synthetic benchmarks
Oblivion, Quake 4
DoD Source, Lost Coast
F.E.A.R., Age of Empires III
NFS: Most Wanted, Call of Duty 2
Chaos Theory, Overclocking
Video playback, Conclusions

  

Leadtek WinFast PX7600 GT TDH video card review

In my introduction to our recent GeForce 7600 GS review, I waxed lyrical about the proficiency of the last few generations of mid-range boards from NVIDIA.  The GeForce 6 series' success in particular owes much to it's mid-range champion, the GeForce 6600 GT, which impressed most upon its arrival for performing extremely well without breaking the bank, generating too much heat, or falling into any of the many other traps which plague the GPU manufacturers these days.

Considering the many similarities of the GeForce 7 series to its forefathers, the GeForce 7600 GT looks set to follow in its older brothers footsteps, taking the blueprint than made it so successful and imbuing it with a handful of extra pixel pipelines and vertex shaders, enhanced clock speeds courtesy of the move to 90nm and virtually double the mathematical power in the core's ALUs.

But, I'm getting ahead of myself, all of this analysis and technical goodness is yet to come.  For now then, let me simply introduce you to a contender to the GeForce 6600's thrown, in the form of Leadtek's WinFast PX7600 GT TDH!

GeForce 7600 architecture

At its heart, the GeForce 7600 utilises NVIDIA's 90 nanometre G73 core - This features twelve pixel pipelines (or three fragment/pixel quads), which also means that twelve texturing units are present on the die.  This is matched up with just eight ROP units, meaning that although twelve pixels can be worked on by the architecture at any one time, only eight can be output.  This is a similar set-up to its predecessor, NV43, which utilised eight pixel pipelines paired bup with just four ROPs.  If the concept is a little alien or baffling to you, let me reiterate and update slightly my explanation of this configuration from my GeForce 6600 GT review at the time.

The reason for this pipeline/ROP configuration is that ROPs are often left idle while work in the shader pipelines are taking more than one cycle, thus rarely would all twelve output units required at any one time, especially with the kind of work being asked of a mid-range board. If you're looking for a real-world comparison, think of queuing to enter a football stadium that has twelve turnstiles, but only eight entrances to the actual seating beyond that. It takes time to process peoples tickets as they enter the turnstiles, with some taking longer than others while they fiddle with change and the like, meaning that there is rarely twelve people making their way through the turnstiles at any one time, and thus hardly ever a crush of customers trying to get through the eight entrances to the seating area.

Finally on the architectural side of things, G73 contains a total of five vertex shading units.  Aside from this, the GeForce 7600 retains all of the features of its bigger brothers in the GeForce 7 family, including its additional processing abilities in the ALUs to put it some way beyond the GeForce 6600 series with regard to its shader power.  Clock speed wise, the GeForce 7600 GT sees itself granted reference clock speeds of 560MHz on the core and 700MHz DDR for memory, a specification which the WinFast PX7600 GT TDH follows to the letter (Although Leadtek do also ship an 'Extreme' GeForce 7600 GT-based part which is factory overclocked).

You can see the entire feature set of the GeForce 7600 GT below.

      • 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
        • Single and Dual-Link TMDS Transmitter
        • Digital Vibrance Control 3.



 
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