ATI Radeon 9800 XT (R360)

Radeon 9800 XT

256 DDR RAM @ 2*365Mhz

8x AGP

Dual 400Mhz

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Nvidia have used there "ultra" versions of there cards on many occasions, now ATI have come out with their own beefed up card. The Radeon 9800 XT is a revised version of the Radeon 9800 pro. Like Nvidia ATI have started with bumping up the clock speeds on both the core and the memory. This also increases the already massive peak memory bandwidth. Like the Radeon 9800 Pro the XT version features an 8x1 pipeline system. 8 pixel pipelines with 1 texture unit per pipeline. In single texturing this gives the Radeon a big advantage over Nvidia's Geforce fx range. However it slips back as soon as multitexturing comes into play.

To date this is ATI's powerhouse offering and you can see why. Take all the things that ATI already has, make them faster and more refined and you have the Radeon 9800 XT. Expense unfortunately is a big part of manufacturing this card and so the same is true for owning one. It gets harder and harder to own the best technology but it also gives the owners a sense of exclusivity. There wont be many people you know owning one of these early in its release.

Radeon 9800 Card comparison

Type

Radeon 9800 Pro

Radeon 9800 XT

Max Memory

256Mb 256Mb

Memory Clock speed

680Mhz (340Mhz*2) 730Mhz (2*365Mhz)

Clock speed

380Mhz 412Mhz

Memory Bandwidth

21.8Gb/s 23.4Gb/s

These basic stats show the power increase of the XT version over the 9800 Pro. Its about what you expect from a "ultra" version of a card. The pixel pushing power has been increased and if your looking for high-res gaming then the Radeon 9800 XT has the power to deliver.

The Radeon 9800 XT comes with a snazzy new copper cooler to handle the increased clock speeds. It looks quite cool, however I've never understood why manufacturers spend time making internal components look cool. Maybe if your into modding and you can see your graphics card it might look very nice under a red neon light :).

Radeon 9800 XT features and Specs

RADEON™ 9800 Visual Processing Unit (VPU)
  • 412MHz Core Clock

MEMORY CONFIGURATION

  • 256MB of DDR  SDRAM - 730MHz DDR

3D GRAPHICS FEATURES

  • Eight parallel rendering pipelines process up to 3.04 billion pixels per second
  • Four parallel geometry engines process up to 380 million transformed and lit polygons per second
  • High precision 10-bit per channel frame buffer support
  • 256-bit DDR memory interface
  • AGP 8X support

SMARTSHADER™ 2.1

  • Full support for Microsoft® DirectX® 9.0 programmable pixel and vertex shaders in hardware
  • 2.0 Pixel Shaders support up to 16 textures per rendering pass
  • 2.0 Vertex Shaders support vertex programs with an unlimited number of instructions and flow control
  • 128-bit per pixel floating point color formats
  • Multiple Render Target (MRT) support
  • Shadow volume rendering acceleration
  • Complete feature set also supported in OpenGL via extensions

SMOOTHVISION™ 2.1

  • State-of-the-art full-scene anti-aliasing
  • New technology processes up to 18.2 billion anti-aliased samples per second for unprecedented performance
  • Supports 2x, 4x, and 6x modes with programmable sample patterns
  • Advanced anisotropic filtering
  • Supports up to 16 bilinear samples (in performance mode) or trilinear samples (in quality mode) per pixel
  • 2x/4x/6x full scene anti-aliasing modes
  • Adaptive algorithm with programmable sample patterns
  • 2x/4x/8x/16x anisotropic filtering modes
  • Adaptive algorithm with bilinear (performance) and trilinear (quality) options
  • Bandwidth-saving algorithm enables this feature with minimal performance cost

HYPER Z™ III+

  • Hierarchical Z-Buffer and Early Z Test reduce overdraw by detecting and discarding hidden pixels
  • Lossless Z-Buffer Compression and Fast Z-Buffer Clear reduce memory bandwidth consumption by over 50%
  • Fast Z-Buffer Clear
  • 8.8 : 1 Compression Ratio
  • Optimized Z-Cache for enhanced performance of shadow volumes

TRUFORM™ II

  • 2nd generation N-patch higher order surface support
  • Discrete and continuous tessellation levels per polygon for dynamic LOD
  • DirectX 9.0 displacement mapping
VIDEOSHADER™
  • Seamless integration of programmable pixel shaders with video data
  • High quality, hardware accelerated de-blocking of internet streaming video
  • Noise removal filter for captured video
  • Integrated MPEG-2 decode
  • Hardware accelerated iDCT, motion compensation, and color space conversion
  • Top quality DVD and all-format DTV/HDTV decode with low CPU overhead
  • Back-end scaler delivers top quality playback
  • Upscaling and downscaling with 4-tap horizontal and vertical filtering
  • Filtered display of images up to 1920 pixels wide
  • Unique per-pixel adaptive de-interlacing feature combines the best elements of the “bob” and “add-field” (weave) techniques

FULLSTREAM™ video de-blocking technology

  • Noise removal filtering for captured video
  • MPEG-2 decoding with motion compensation, iDCT and color space conversion
  • All-format DTV/HDTV decoding
  • YPrPb component output
  • Adaptive de-interlacing and frame rate conversion
  • Dual integrated display controllers
  • Dual integrated 10-bit per channel 400MHz DACs
  • Integrated 165 MHz TMDS transmitter (DVI and HDCP compliant)
  • Integrated TV Output support up to 1024x768 resolution
  • Optimized for Pentium® 4 SSE2 and AMD Athlon™ 3Dnow!
  • PC 2002 compliant

DISPLAY FEATURES

  • Dual integrated display controllers
  • Drive two displays simultaneously with independent resolutions and refresh rates
  • HYDRAVISION™ software provides complete control over multi-display configurations with a user-friendly interface
  • Dual integrated 10-bit per channel palette DACs operating at up to 400MHz
  • Integrated 165MHz TMDS transmitter supports resolutions up to QXGA (2048x1536) and complies with DVI and HDCP specifications
  • Integrated TV-Out support up to 1024x768 resolution
  • YPrPb output for direct drive of HDTV monitors

DISPLAY SUPPORT

  • 15-pin VGA connector for analog CRT
  • S-video or composite connector for TV/VCR
  • DVI-I connector for digital CRT or flat panel
  • Independent resolutions and refresh rates for any two connected displays

GENERAL FEATURES

  • Comprehensive 2x, 4x, and 8x AGP support
  • High performance quad-channel DDR or DDR2 memory interface supports 64/128/256MB configurations
  • Fully compliant with PC 2002 requirements
  • Optimized for Pentium® 4 SSE2 and AMD Athlon™ 3Dnow! processor instructions
  • Supports optional THEATER™ 200 companion chip for NTSC/PAL/SECAM video capture
  • Highly optimized 128-bit 2D engine with support for new Windows® XP GDI extensions

Radeon 9800 XT vs. Geforce FX 5900 Ultra

This is basically what it all boils down to in the end. How does the two companies prize assets compare against each other. Firstly lets have a look at the specs of the two cards in a bit more detail.

Type

Geforce FX 5900 Ultra

Radeon 9800 XT

Max Memory

256Mb 256Mb

Memory Clock speed

850Mhz (425Mhz*2) 730Mhz (2*365Mhz)

Clock speed

450Mhz 412Mhz

Memory Bandwidth

27.2Gb/s 23.4Gb/s
Pixel Pipelines 4 8
Textures per Pipeline 2 1
Pixel Fill Rate 1800 Mpixels/s 3296 Mpixels/s
Texel Fill Rate 3600 Mtexels/s 3296 Mtexles/s

The Geforce fx 5900 Ultra still seems like it has the edge on raw power, unfortunately due to only having 4 pixel pipelines the pixel output is almost half of that of the Radeon 9800 XT. However as stated before when multi-textured pixels come into the equation the Radeon 9800 XT falls behind as it only has one texture unit per pipeline.

How important is multitexturing performance? To answer this you will need to know what type of games we are playing (I am assuming that you are using games as this card would be an overkill for most other things). If you are using games which claim to have great graphics realism then they are likely to be using multi-texturing. However it has been said that game developers and coders will only use multi-texturing where it is needed or it would kill the available bandwidth. This leaves it as a bit of a toss up whether the 4x2 or the 8x1 system is better.

I don't think there is a lot in it. And personal preference may well be the deciding factor between these two cards.

Definitely a top end only card here. The price tag will put most people off, however if that doesn't put you off, then your in for a good card here. The debate of the pixel pipelines and whether the 4x2 or 8x1 is better is a tricky one. I personally sit on the side of the Radeon's 8x1 architecture here. At the moment anyway, I don't believe that there are enough games out there that so much multitexturing that the Geforce fx 5900 ultra will have a great advantage. Maybe if your looking for future proofing then the Geforce is your best bet. But in terms of Performance now I would go for the Radeon 9800 XT.

Pricing between the two cards is also likely to alter quite a lot over the coming months so you can use the link below to check the latest pricings.

Useful Links
 

Drivers for the Radeon 9800 XT

Can be found here

 

Got a problem or need more info maybe the PantherProducts forum can help you. 

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