Product: GeForce 7800 GT OC
Company: BFG Technologies
Authour: Mark 'Ratchet' Thorne
Date: October 29th, 2005
Specifications

G70Core
G70Core
Like its big brother the 7800 GTX, the 7800 GT is built using NVIDIA's G70 graphics core. With around 302 million transistors and built on TSMC's 110nm silicon manufacturing process, the G70 is a beast of a chip.

However, where the GTX has 24 fragment pips and 8 vertex units, the GT has 20 pipes and 7 vertex units. The physical card is also shorter than the GTX, by about an inch, and has a different layout and also uses a different cooler.

Although the GT has reduced pipelines and one less vertex shader unit when compared to the GTX, it still retains all the features of the GTX. These include full Shader Model 3.0 support, support for NVIDIA's UltraShadow II, PureVideo, and IntelliSample 4.0 technologies among others and, of course, supports NVIDIA's SLi.

I'm a big fan of charts and tables and not so much with the words, so here's breakdown of the 7800 GT OC specs with comparisons to the other cards used in this review:

  BFG GeForce 7800 GT OC GeForce 7800 GT GeForce 7800 GTX Radeon X1800 XT Radeon X850XT-PE
Core G70 G70 G70 R520 R480
Silicon Process 110nm 110nm 110nm 90nm low-k 130nm low-k
Transistor Count
(millions)
302 302 302 321 160
Core Speed MHz 425 400 430 630 540
Memory Speed MHz 525 GDDR3
(1.05GHz)
500 GDDR3
(1.0GHz)
600 GDDR3
(1.2GHz)
750 GDDR3
(1.5GHz)
590 GDDR3
(1.18GHz)
Bus Standard PEG x16 PEG x16 PEG x16 PEG x16 PEG x16
Bus Width 256bit 256bit 256bit 256bit 256bit
Pipeline Configuration
Textures/Pixels/Z Samples (Per Clock)
20/16/32 20/16/32 24/16/32 16/16/16 16/16/16
Vertex Units 7 7 8 8 6
Peak Memory Bandwidth
(GB/s)
33.6 32.0 38.4 48.0 37.8
Pixel Fillrate
(million pixels/sec)
6,800 6,400 6,880 10,080 8,640
Texel Fillrate
(million texels/sec)
8,500 8,000 10,320 10,080 8,640
API Compliancy DX 9.0c
Shader Model 3.0
DX 9.0c
Shader Model 3.0
DX 9.0c
Shader Model 3.0
DX 9.0c
Shader Model 3.0
DX 9.0b
Shader Model 2.0
MSRP ($US) $449 $449 $599 $549 $449

Features

  • 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

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