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Inno3D GeForce GTX 480 & 470 Adrenaline Rush!
Hong Kong 26th March 2010 Inno3DŽ is excited to announce the grand unveiling of the Inno3D GeForce GTX 480 and GTX 470. The GTX 480 boasts an amazing 480 shader processors, a 384-bit interface to 1.5GB of onboard GDDR5 RAM, and clock speeds of 700MHz, 1,401MHz, and 1,848MHz for the core, shaders and memory, respectively
- the GTX 470 has 448 SPs and with a 320-bit memory interface. GTX480/470 was redesigned from the ground up to deliver the best performance on DX11 - adding dedicated engines in the GPU to accelerate key features like tessellation.
Game performance and image quality has received a tremendous boost, enabling film-like geometric realism for game characters and objects. Geometric realism is central to the GTX480/470 architectural enhancements for graphics. In addition, PhysX simulations are much faster, and developers can utilize GPU computing features
in games most effectively.
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The left three bars in the chart show tessellated geometry performance for three directed tests that focus exclusively on tessellation performance. As geometric complexity is increased, GF100's performance increases. The Hair and Water demos include both shading and compute operations
in addition to geometry processing. The rightmost bar shows the performance of a tessellation state bucket (a set of draw calls from a frame) from a DirectX 11 application
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Ultrafast 8x AA and Texturing
(Antialiasing Performance Hawx)
In the previous generation, performance drop in 8xMSAA modes
varied significantly depending on the
title; Tom Clancy's HAWX is one example of a game that showed low
efficiency in 8xMSAA. In GF100 the
8xAA performance is much improved.
In 4xAA mode, GF100 is 1.6× faster than GT200. Comparing in 8xAA
mode, GF100 is 2.3× faster than GT200, and only 9% slower than the
GF100 4xAA mode. GF100 also features a new 32x Coverage Sampling Antialiasing (CSAA) mode designed to provide the highest image quality and improve the level of perceived geometric realism in current games using alpha-to-coverage.
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Texturing Performance Relative to GT200
(Application State Buckets)
The texture units support jittered sampling through DirectX 11's four-offset Gather4 feature, allowing four texels to be fetched from a 64 × 64 pixel grid with a single texture instruction. GF100 implements DirectX 11 four-offset Gather4 in hardware, greatly accelerating shadow
mapping,
ambient occlusion, and post processing algorithms. With jittered sampling, games can implement smoother soft shadows or custom texture filters efficiently.
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