![]() CONTENTS
General informationNo sooner had we received NVIDIA's GeForce FX 5600 (NV31) and GeForce FX 5200 (NV34) and tested High-End GeForce FX 5800 (NV30), than ATI Technologies attacked again and announced a new-generation line of video accelerators. ![]() As you will see later, the new line comprises the modified and improved products:
![]() The two latter products are actually copies of the RADEON 9000/PRO with added AGP 8x support. The marketers again gave a higher number of 9200 to the chip weaker than RADEON 9100 (former RADEON 8500LE). Nobody knows the precise specs of 9600 and 9600 PRO, but reportedly, they will be a half of 9800/Pro (4 pixel and 2 vertex pipelines). The rumor has it that 9600/PRO will perform worse than 9500/PRO. When they come out on the market, we will test them thoroughly, but the symptoms are alarming, because NVIDIA's latest mainstream and low-sector products (NV31/34) successfully fight against RADEON 9500/PRO line in the heavy modes (AA and anisotropy). But time will show. Today we still deal with the High-End solution. By the way, is RADEON 9800 PRO something new regarding technologies and 3D functions, or it is just an overclocked version of RADEON 9700 PRO? ![]() I hope this review will give us the answer. By the way, here is a list of reviews of RADEON 9700/9700 PRO revealing all features and peculiarities of ATI's previous High-End product:
RADEON 9800 PRO specification at the time of its announcements:
The characteristics are similar to the previous flagship R300. There are two main differences: optimization of operation with the double-side stencil buffer booting performance in DOOM III engine based games and the like which actively use stencil buffer based dynamic shadows, and special logic in the pixel processors. This approach makes possible to store in the local memory both final color values calculated by the pixel shader and intermediate values of parameters. It's called F-buffer and requires rather simple chip support (to record and restore the flow of parameters) and a special compiler. This approach allows executing almost unlimited shaders dividing them into parts each of which works independently over a certain screen area and records intermediate parameters for each pixel from this area which are then delivered into the F-buffer for the next shader part. The next shader part reads the parameters in the order they were recorded in, continues calculations and writes down new parameters. This approach is more advantageous than the multipass image rendering. But its support is yet planned only for OpenGL driver. This technology is meant for realistic graphics and DCC - games are still far from enabling all capabilities of even standard pixel shaders 2.0 limited by 64 computing operations. In this material the F-buffer technology is closely examined (FIFO-stream buffer). ![]() CardThe card has AGP X2/4/8 interface, 128 MB DDR SDRAM in 8 chips on both
PCB sides.
The memory is the same as on RADEON 9700 PRO.
The memory speedup caused the PCB redesigning; the differences from RADEON 9700 PRO are well seen. The cooler is different as well:
When we examined RADEON 9700 PRO we noticed that on many cards the die was lower than the protection frame surrounding the chip. And one day we took off the frame so that the heatsink could be better pressed to the die: ![]() ![]() RADEON 9800 PRO doesn't have such problem: ![]() The heatsink presses tightly to the die with its jutting part. However, its surface is poorly processed, which is unacceptable for chips with an open die. The die is of the same size as of R300, but it has a different mount which makes it mirror-like. The package is the same - FCPGA. ![]() ![]() ![]() The external power connector is replaced with another one, probably because there was a lot of criticism about the fragile connector similar to Floppy Drive. That is why RADEON 9800 PRO houses a more massive socket for a power cable similar to one used for drives (HDD, CDD-ROM). TV-out doesn't differ from that on RADEON 9700 PRO. See Andrei Karpenko's review about operation of this function. OverclockingWe'd like to thank Aleksei Nikolaichuk, developer of RivaTuner, for the new version of this utility which provides support for RADEON 9800 PRO: ![]() ![]() That is why overclocking is quite possible, and RADEON 9800 PRO demonstrates an excellent potential - 430/385 (770) MHz! Test system and driversTestbeds:
Plus, In the tests we used ATI CATALYST 3.2 drivers (v6.307), VSync off, texture compression off in applications. DirectX 9.0 installed. Video cards used for comparison:
Driver settingsThe new driver version 6.307 doesn't differ from the previous ones for RADEON 9700. Only SmoothVision and anisotropy versions are set to 2.1 instead of 2. That is why you can look through the settings in the review of RADEON 9700 PRO. It is possible to force RADEON 9800 in the drivers for RADEON 9700 using Soft9800. This is a patch for RivaTuner which is currently available at NV World; it allows the drivers to detect both RADEON 9700 PRO and RADEON 9800 PRO, and if there are any optimizations only for the latter, it can make them available for RADEON 9700 PRO as well. We tried to find out what RADEON 9800 PRO offers and what we can get with RADEON 9700 PRO turned into 9800. The results are very interesting. I must say that the rumor stating that RADEON 9800 PRO = RADEON 9700 PRO + increased clock speed + optimization in the drivers hasn't proved to be true; the situation is quite complicated in the games. Also, we tested RADEON 9800 PRO at the frequencies reduced to the level of RADEON 9700 PRO. Further we will refer to RADEON 9700 PRO working with the patched drivers that define it as RADEON 9800 PRO as to Soft 9800 PRO. If the frequencies are not indicated separately, they are standard for RADEON 9700 PRO - 325/620 MHz Test results: 3Digest2D GraphicsYet Nero, the Roman Emperor, who liked drawing very much was familiar with 2D graphics. At those far times everyone in his circle, even his mother, knew that 2D quality depended on quality of paints (now on a monitor), on brushes (now on a video card), and on artist's view. But that philosophy drove him mad as he considered 2D an ideal to be worshiped, and he even killed his mother... But Nero's spirit hasn't calmed down yet and it often appears like a horror in front of those who got blurry images... Only if you have reliable shielded cables and hgih-quality monitors Nero's spirit will never find his shelter there... That is why we 2D tests were carried out with ViewSonic P817-E monitor and Bargo BNC cable. RADEON 9800 PRO has perfect 2D quality! It perfectly works at 1600x1200@85Hz and 1280x1024@120Hz. But remember that quality depends also on a certain sample. RightMark 3D synthetic tests (DirectX 9)Today we will describe and run the suite of synthetic tests we are currently developing for the API DX9. The developed RightMark3D test suite now includes the following synthetic tests:
The philosophy of these synthetic tests and their description are given in NV30 Review. Those who are eager to try RightMark 3D synthetic tests can download the "command-line" test versions which record the final XLS file in the XML format accepted in Microsoft Office XP: Every archive contains description of test parameters and an example of a .bat file used for benchmarking accelerators. We welcome your comments and ideas as well as information on errors or improper behavior of the tests. Mailto: unclesam@ixbt.com. Practical TestsBelow are the data obtained with budget and mainstream accelerators based on two major families (ATI and NVIDIA).
Pixel Filling
![]()
NVIDIA is closer to its theoretical peak though ATI is not far either; only RADEON 9700 PRO could have it better if it were not for the limiting memory bandwidth. Geometry Processing Speed
![]() In case of the fixed TCL the performance gap corresponds to the difference
in the frequencies.
![]() it's the same with Vertex Shaders 1.1
![]() Well, ATI has optimized performance of the second shaders and, in particular, loops; the performance gain is sometimes double! I think it depends on the drivers rather than on the hardware section, and I hope RADEON 9700 will also get such boost with the future drivers. But now these optimizations are included only into R350 to demonstrate, as I think, the advantages of R350 over R300 for those who do not go into details. But it is also possible that low performance of the second shaders was caused by the hardware and it could already be corrected; soon we will find out it. So, with the new drivers R350 looks better in this test than NV30. The
second shaders are now as efficient as the first ones, and we can say that
loops are granted for free. The driver optimization is well noticeable
(in particular, for the compiler and shader microcode optimizer) - almost
double growth. I wonder if NVIDIA is going to surprise us soon like it
often happened before?
![]() ![]() The performance balance remains the same irregardless of scene complexity - it seems that the size and algorithms of vertex queues and caches were not changed. Hidden Surface Removal
![]() ![]() the slight difference is caused by the side effects - the difference is
the frequencies. Any change of the HSR algorithm or its efficiency would
make the scores more different.
![]() ![]() The single-level HSR of NVIDIA prefers simple scenes while ATI's hierarchical algorithm performs best of all in average scenes, but textures bring closer these approaches regarding the behavior and effectiveness. Ideally, NVIDIA's HSR is less efficient but in reality textures and early Z culling make this difference inconsiderable. Pixel Shading
![]() Point Sprites
![]() ![]() The gap is a bit greater than the difference in the clock speeds because of the optimized second vertex shaders. Now, in contrast to R300, NV30 fails in all modes. 3D graphics, 3DMark2001 SE synthetic testsAll measurements in 3D are taken at 32bit color depth. Fillrate
![]() Multitexturing: ![]() R350 and R300 take positions according to the difference in the clock speeds. In the multitexturing mode NV30 takes the lead thanks to 8 texture units at the higher frequency of 500 MHz, but it loses in the single-texture mode because of twice fewer pixel pipelines. Pixel ShaderSimple variant: The scores get much better in the higher resolutions. But as we found out earlier (in RightMark 3D), performance of the pixel shaders changes according to the frequency growth. Probably, it's because of another optimization of ATI's new drivers for R350 working this time only with pixel shaders and in this particular test. Let's see whether pixel shaders with more intensive calculations make an effect: Here the performance corresponds to the frequencies, i.e. these marks can be considered adequate. Vertex Shaders![]() The results are actually expected. In general, 3D Mark 2001 scores match RightMark 3D, though they carry less information because synthetic tests parameters are unadjustable. Summary on synthetic testsLet's sum up the detailed examination of various units of R350 in the synthetic tests.
3D graphics, 3DMark2001 game testsAnisotropy was set to 16x for ATI's cards and to 8x for NVIDIA because algorithms of this function considerably differ (we discussed it in NV30 Review). The criterion is just one: maximum quality. The screenshots were shown several times already. Besides, it's interesting to compare NVIDIA's different anisotropy modes (Application, Balanced, Aggressive) with the ATI's high-quality mode; our readers can estimate how speed and quality correlate looking at the screenshots from NV30 Review demonstrating anisotropic quality. The tables give us all necessary data, that is why I won't comment them
separately, except Soft9800.
3DMark2001, 3DMARKS![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note that forcing of RADEON 9800 with AA and anisotropy enabled on RADEON
9700 PRO boosted up the performance relative RADEON 9700 PRO with AA and
anisotropy. Is it because the drivers are selectively optimized? Sure!
Though there is almost no any gain without AA and anisotropy.
3DMark2001, Game1 Low details![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 3DMark2001, Game2 Low details![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 3DMark2001, Game3 Low details![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 3DMark2001, Game4![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Let's sum up the results of 3DMark2001SE:
3D graphics, 3DMark03 game tests
3DMark03, 3DMARKS![]() ![]() ![]() We can witness the same situation with optimization of ATI's drivers for RADEON 9800 PRO, when replacing Device ID of 9700 PRO with that one of 9800 PRO makes the performance goes up. 3DMark03, Game1Wings of Fury Test characteristics:
![]() ![]() ![]() 3DMark03, Game2Battle of Proxycon:
![]() ![]() ![]() 3DMark03, Game3Trolls' Lair:
![]() ![]() ![]() 3DMark03, Game4Mother Nature:
![]() ![]() ![]() Summary on 3DMark03?
3D graphics, game tests3D games used to estimate 3D performance:
Quake3 Arena, Quaver
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() NVIDIA's optimization of the drivers for this game makes RADEON 9800 PRO lose to GeForce FX 5800 Ultra. But ATI's drivers are well optimized to RADEON 9800 PRO, which helps Soft9800 PRO outpace RADEON 9700 PRO by 25% at the equal clock speeds. Strangely, Soft9800 PRO clocked at the frequency of 9800 PRO runs faster than RADEON 9800 PRO (with AA and anisotropy). They have overdone it :-). This fact means that RADEON 9800 PRO is not simply a copy of 9700 working at the higher clock speeds. Serious Sam: The Second Encounter, Grand Cathedral
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ATI likes this test more than NVIDIA :-). Although RADEON 9800 PRO loses to its rival in the anisotropy mode, it wins in the heavier one with AA and anisotropy enabled. Are the drivers of RADEON 9800 PRO optimized for this game? Sure! But it can be seen only for AA and anisotropy modes. Again, Soft 9800 PRO performs better at 380/680 MHz than RADEON 9800 PRO, that is why the affirmation that RADEON 9800 PRO = RADEON 9700 PRO + increased frequencies is inconsistent. Return to Castle Wolfenstein (Multiplayer), Checkpoint
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Again NVIDIA's optimization for this game? Strangely enough but RADEON 9800 PRO loses the battle again even in the heavy modes with AA and anisotropy. The drivers are optimized for 9800 but you can feel it only when AA and anisotropy are used. This test confirms that RADEON 9800 PRO is a product different from RADEON 9700 PRO. Code Creatures
![]() ![]() ![]() ![]() In this test the shader speed is very important. ATI's cards do not have any problems here, in contrast to NVIDIA GeForce FX 5800. That is why RADEON 9800 PRO wins. Well, if a test is not widely used, it won't be optimized for RADEON 9800 PRO. In this test the latter takes the lead exactly at the expense of its higher clock speeds and the GPU optimizations (caches, a higher shader speed etc.). Unreal Tournament 2003 DEMO
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The vertex shader speed has a strong effect on this game, and RADEON 9800 PRO goes far ahead. In the heavy modes with AA and anisotropy the new-comer looks brilliant! Optimization of the drivers for 9800 is pretty good, as we can see it at the frequencies of 9700 PRO. 9700 PRO overclocked up to 9800 PRO and turned into Soft9800 PRO showed the scores in AA and anisotropy modes equal to RADEON 9800 PRO, that is why we can speak about pure optimization. AquaMark
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Without the extra load RADEON 9800 PRO grasps the victory (except 1600x1200), but with AA and anisotropy it loses to its competitor, though it works speedier in the AA mode. RADEON 9800 PRO has its drivers optimized for this test, but the test is not that crucial and the developers didn't do their best :-) RightMark 3D
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() On one hand, RADEON 9800 PRO smashes NVIDIA's card because the test much depends on the shaders speed; on the other hand, this test is not open for the programmers at ATI or NVIDIA, and we can see that Soft 9800 PRO 380/680 MHz falls far behind from RADEON 9800 PRO in the heavy modes! Moreover, at 325/620 MHz it lags even behind RADEON 9700 PRO! When it comes to games or tests for which the developers can't make any optimizations, when the processor works by itself and when a given test actively uses modern technologies, RADEON 9800 PRO shows that its not simply an improved version of 9700 PRO. DOOM III Alpha
![]() ![]() ![]() NVIDIA's drivers, as well as the more flexibly programmable NV30 help this company win. 3D Graphics QualityWe have carefully examined performance of RADEON 9800 PRO in games, in particular with AA and anisotropy enabled, and found no difference in quality from RADEON 9700 PRO. In one of our previous reviews we looked into the differences between NVIDIA and ATI regarding ATI and anisotropy, you can read about it in GeForce FX 5800 Ultra Review (theory, practice), and in GeForce FX 5600/5200 Review (practical comparison of the anisotropy). ConclusionToday we were dealing with the fastest game graphics accelerator - ATI RADEON 9800 PRO. So, what do we have to say about it?
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