Senator
08-01-2008, 00:31
ciao a tutti,apro questo thread per far in modo che tutti quelli interessati all'acquisto(me compreso ovviamente)postino qui i loro commenti,ma soprattutto aiutarci tra di noi nel trovare questa scheda disponibile in qualche shop online,personalmente penso che non sarà facilissimo.per adesso la versione agp la producono solo powercolor e sapphire.
Ps: prego i mod di mettere la discussione in rilievo.grazie
ecco le immagini e specifiche del modello Sapphire:
http://www.hwupgrade.it/immagini/HD3850_AGP_Card_01.jpg
http://www.hwupgrade.it/immagini/HD3850_AGP_Card_03.jpg
Specifiche:
Processore Grafico (GPU) ATI Radeon RV670PRO
Bus AGP 4X / 8X
Clock GPU / Clock Memorie 700MHz / 1700MHz
Quantitativo e Tipo Memoria 512Mb – GDDR3 - 256 Bit
Uscita VGA Tramite adattatore DVI-VGA incluso
Uscite DVI 2 Connettori DVI-I
Uscita HDMI ND
TV-Out Presente
Ramdac 400MHz X 2
Dual Display HYDRAVISON 3 è il software di gestione multimonitor di ATI che permette di utilizzare più monitor contemporaneamente
Dissipatore Attivo
Tecnologie Integrate Microsoft DirectX® 10.1 & Open GL 2.0 Full Hardware Support, Shader Model 4.1 , Ring Bus Memory Controller, Unified Superscalar Shader Architecture, ATI PowerPlay,ATI UVD, ATI AVIVO HD Video and Display Platform, Blu-ray, HD DVD, MPEG-1, MPEG-2, MPEG-4/DivX, WMV9 Hardware Decoding, Multi-Sample Anti-Aliasing, HDR+Anti-Aliasing, Dual-Link DVI, ATI CrossFire Ready, Windows Vista Premium Ready
Sistemi Operativi Supportati Windows XP – Windows XP x64 - Windows MCE 2005 – Windows Vista
Altre Caratteristiche Occupa uno Slot, necessita di alimentazione esterna
immagini e specifiche del modello Powercolor:
http://www.hwsetup.it/public/files/news6490_1.jpg
Specifiche:
Graphics Engine RADEON HD3850
Video Memory 512MB GDDR3
Engine Clock 668MHz
Memory Clock 828MHz x 2
Memory Interface 256bit
DirectX Support 10.1
Bus Standard AGP x8
666 million transistors on 55nm fabrication process
256-bit GDDR3/GDDR4 memory interface
Ring Bus Memory Controller
Fully distributed design with 512-bit internal ring bus for memory reads and writes
Dynamic load balancing and resource allocation for vertex, geometry, and pixel shaders
Microsoft® DirectX® 10.1 support
Shader Model 4.1
32-bit floating point texture filtering
Indexed cube map arrays
Independent blend modes per render target
Pixel coverage sample masking
Read/write multi-sample surfaces with shaders
Gather4 texture fetching
Unified Superscalar Shader Architecture
320 stream processing units
Dynamic load balancing and resource allocation for vertex, geometry, and pixel shaders
Common instruction set and texture unit access supported for all types of shaders
Dedicated branch execution units and texture address processors
128-bit floating point precision for all operations
Command processor for reduced CPU overhead
Shader instruction and constant caches
Up to 80 texture fetches per clock cycle
Up to 128 textures per pixel
Fully associative multi-level texture cache design
DXTC and 3Dc+ texture compression
High resolution texture support (up to 8192 x 8192)
Fully associative texture Z/stencil cache designs
Double-sided hierarchical Z/stencil buffer
Early Z test, Re-Z, Z Range optimization, and Fast Z Clear
Lossless Z & stencil compression (up to 128:1)
Lossless color compression (up to 8:1)
8 render targets (MRTs) with anti-aliasing support
Physics processing support
Anti-aliasing features
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Up to 24x Custom Filter Anti-Aliasing (CFAA) for improved quality
Adaptive super-sampling and multi-sampling
Temporal anti-aliasing
Gamma correct
Super AA (ATI CrossFire™ configurations only)
All anti-aliasing features compatible with HDR rendering
Dynamic Geometry Acceleration
High performance vertex cache
Programmable tessellation unit
Accelerated geometry shader path for geometry amplification
Memory read/write cache for improved stream output performance
Texture filtering features
2x/4x/8x/16x high quality adaptive anisotropic filtering modes (up to 128 taps per pixel)
128-bit floating point HDR texture filtering
Bicubic filtering
sRGB filtering (gamma/degamma)
Percentage Closer Filtering (PCF)
Depth & stencil texture (DST) format support
Shared exponent HDR (RGBE 9:9:9:5) texture format support
OpenGL 2.0 support
Sistemi Operativi Supportati Windows XP – Windows XP x64 - Windows MCE 2005 – Windows Vista
da notare che il modello Powercolor per poterla installare necessita di due slot liberi.
Ps: prego i mod di mettere la discussione in rilievo.grazie
ecco le immagini e specifiche del modello Sapphire:
http://www.hwupgrade.it/immagini/HD3850_AGP_Card_01.jpg
http://www.hwupgrade.it/immagini/HD3850_AGP_Card_03.jpg
Specifiche:
Processore Grafico (GPU) ATI Radeon RV670PRO
Bus AGP 4X / 8X
Clock GPU / Clock Memorie 700MHz / 1700MHz
Quantitativo e Tipo Memoria 512Mb – GDDR3 - 256 Bit
Uscita VGA Tramite adattatore DVI-VGA incluso
Uscite DVI 2 Connettori DVI-I
Uscita HDMI ND
TV-Out Presente
Ramdac 400MHz X 2
Dual Display HYDRAVISON 3 è il software di gestione multimonitor di ATI che permette di utilizzare più monitor contemporaneamente
Dissipatore Attivo
Tecnologie Integrate Microsoft DirectX® 10.1 & Open GL 2.0 Full Hardware Support, Shader Model 4.1 , Ring Bus Memory Controller, Unified Superscalar Shader Architecture, ATI PowerPlay,ATI UVD, ATI AVIVO HD Video and Display Platform, Blu-ray, HD DVD, MPEG-1, MPEG-2, MPEG-4/DivX, WMV9 Hardware Decoding, Multi-Sample Anti-Aliasing, HDR+Anti-Aliasing, Dual-Link DVI, ATI CrossFire Ready, Windows Vista Premium Ready
Sistemi Operativi Supportati Windows XP – Windows XP x64 - Windows MCE 2005 – Windows Vista
Altre Caratteristiche Occupa uno Slot, necessita di alimentazione esterna
immagini e specifiche del modello Powercolor:
http://www.hwsetup.it/public/files/news6490_1.jpg
Specifiche:
Graphics Engine RADEON HD3850
Video Memory 512MB GDDR3
Engine Clock 668MHz
Memory Clock 828MHz x 2
Memory Interface 256bit
DirectX Support 10.1
Bus Standard AGP x8
666 million transistors on 55nm fabrication process
256-bit GDDR3/GDDR4 memory interface
Ring Bus Memory Controller
Fully distributed design with 512-bit internal ring bus for memory reads and writes
Dynamic load balancing and resource allocation for vertex, geometry, and pixel shaders
Microsoft® DirectX® 10.1 support
Shader Model 4.1
32-bit floating point texture filtering
Indexed cube map arrays
Independent blend modes per render target
Pixel coverage sample masking
Read/write multi-sample surfaces with shaders
Gather4 texture fetching
Unified Superscalar Shader Architecture
320 stream processing units
Dynamic load balancing and resource allocation for vertex, geometry, and pixel shaders
Common instruction set and texture unit access supported for all types of shaders
Dedicated branch execution units and texture address processors
128-bit floating point precision for all operations
Command processor for reduced CPU overhead
Shader instruction and constant caches
Up to 80 texture fetches per clock cycle
Up to 128 textures per pixel
Fully associative multi-level texture cache design
DXTC and 3Dc+ texture compression
High resolution texture support (up to 8192 x 8192)
Fully associative texture Z/stencil cache designs
Double-sided hierarchical Z/stencil buffer
Early Z test, Re-Z, Z Range optimization, and Fast Z Clear
Lossless Z & stencil compression (up to 128:1)
Lossless color compression (up to 8:1)
8 render targets (MRTs) with anti-aliasing support
Physics processing support
Anti-aliasing features
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Up to 24x Custom Filter Anti-Aliasing (CFAA) for improved quality
Adaptive super-sampling and multi-sampling
Temporal anti-aliasing
Gamma correct
Super AA (ATI CrossFire™ configurations only)
All anti-aliasing features compatible with HDR rendering
Dynamic Geometry Acceleration
High performance vertex cache
Programmable tessellation unit
Accelerated geometry shader path for geometry amplification
Memory read/write cache for improved stream output performance
Texture filtering features
2x/4x/8x/16x high quality adaptive anisotropic filtering modes (up to 128 taps per pixel)
128-bit floating point HDR texture filtering
Bicubic filtering
sRGB filtering (gamma/degamma)
Percentage Closer Filtering (PCF)
Depth & stencil texture (DST) format support
Shared exponent HDR (RGBE 9:9:9:5) texture format support
OpenGL 2.0 support
Sistemi Operativi Supportati Windows XP – Windows XP x64 - Windows MCE 2005 – Windows Vista
da notare che il modello Powercolor per poterla installare necessita di due slot liberi.