Will you see X-Men Origins: Wolverine?
Hell yeah!
Yes, but after it's been out a couple of weeks.
Sometime in May
Probably
Maybe
I'll wait for the DVD
What are X-Men?
 


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ATi Radeon 9800 Pro 128MB Video Card
Date: 
August 1, 2003
Price: 
$399.99
Sponsors: 
Author: 
Editor: 
Score: 
9/10

ATi Radeon 9800 Pro 128MB Video Card
Introduction & Product

Introduction

     With the release of the Radeon 9700 Pro, ATi has turned the tables on NVIDIA for both 3D Gaming performance, and just as important; their driver support has improved greatly over the past year with the release of their unified driver sets. Before this sudden change ATi was simply a mass producer of video cards most commonly found in laptops and large OEM manufacturers such as Compaq and Dell. The 8500 helped change the public’s opinion of ATi but it certainly wasn’t enough to battle the GeForce 4 and was too late to make a dramatic impact on their sales. The 8500 had gained the performance needed to be a top contender but lacked drivers capable of utilizing the card while ensuring stability. With the rumors of NV30, ATi was making headway on their Radeon 9700 Pro. It was soon clear ATi would finish their product before NVIDIA, and provide a decent gaming experience. The launch of the Radeon 9700 Pro was an exciting time of the year, clearly in time for the holiday season, and was only plagued by compatibility issues with certain VIA chipsets.

     The enthusiast video card market is a difficult market to constantly keep on the top especially with gamers looking purely at performance and not loyalty to any specific branding. For the most part LAN Parties were dominated by the GeForce series until the unveiling of the Radeon 9700 series took place and the in with the new, out with the old applied to these gamers! This isn’t entirely a new trend in gamers when choosing video cards as we’ve seen it before with the demise of 3Dfx. The difference now between NVIDIA and 3Dfx is financially. With NVIDIA’s nForce 2 chipset beginning to dominate the motherboard market on Athlon based motherboards we can conclude that NVIDIA can afford to take a short vacation from being number one. The real question we have now is will the NV35 challenge ATi finally or will NVIDIA enjoy a longer than expected vacation from being the king of performance? Today, thanks to ATi we have both the fastest available video card, the Radeon 9800 Pro and of course one of the more popular pre-release demos. What more could we ask for?

     Enough of the talk about the video card market lets get into the actual card. We have a Radeon 9800 Pro 128 MB for our review and I must say it has certainly made a large difference from even the 9700 Pro however not in regards with frames per second. The biggest change we will see is in support of the video card and compatibility.

Product

     There is little physical change between the Radeon 9700 Pro and Radeon 9800 Pro 128mb versions as you can plainly see here. The changes most noticeable include the 4 pin molex connector for power, and a much needed redesign of the heat sink fan unit. ATi has really been doing a much better job recently, we can all remember the standard green PCB coloring used by ATi with the Radeon 8500, with the Radeon 9X00 series they’ve re-invented the PCB coloring and threw in a few gibs to give it the amazing red color we see today…well maybe not gibs but they did make it red!

     I was very happy to see that ATi changed the power connector on the 9800; previously they were using the mini molex connector, generally reserved for floppy drives and made it difficult to remove the product from your computer once the power had locked itself in place. The 4 pin molex connector holds just as well, and if you swap video cards regularly, you’d appreciate this small change as well.

     Here we can see the heat sink fan unit on the Radeon 9800 Pro and Radeon 9700 Pro. As we can see here the Radeon 9700 Pro’s heat sink fan was nothing spectacular and was common among all ATi Video cards for quite some time now. The Radeon 9800 Pro’s heat sink fan was welcome to be changed as I never fancied the black and boring heat sink fan on their cards. As you can see, the simple change of a heat sink fan makes a world of a difference in the final looks of the product.

     Recently you may have noticed a small news bit originating from the creators of Half-Life 2 stating that both the Radeon and GeForce FX video cards are incompatible with their programming style due to the way their Direct X 9 Shader currently works with Anti-aliasing. Now this might seem like a major problem for everyone who just went out and spent their life savings on the Radeon or a GeForce FX video card, however Gabe Newell from Valve Software clears this up, and basically stats that the Radeon 9800 Pro was a lot easier to fix then the competitions however both video cards should be able to play Half-Life 2 with Anti-aliasing and suffer no artifacts.

“Since people seem to be hyperventilating over the anti-aliasing issue, I thought I'd update everyone.

1) How bad is the problem?

With current multi-sample implementations of anti-aliasing, you may sample texels outside of the polygon boundary, which may result in sampling light maps from other polygons.

This has always been a problem. This is a problem with Quake 1, Quake 2, Quake 3, Daikatana, Sin, Elite Force, Half-Life, Counter-Strike on the X-Box, or any game that uses packed lightmaps with multi-sample anti-aliasing.

You would see these artifacts on polygon boundaries where the wrong lightmap is being sampled. It will look like a bright or dark line on the edge of a polygon.

Gary McTaggart brought this up in an email because he is being pretty hardcore about graphics quality right now. This is not a new problem. If you've run a game that uses lightmaps with anti-aliasing turned on, then you've been seeing these artifacts the whole time.

Artifacts may show up more frequently in Half-Life 2 simply because we've eliminated lots of other artifacts, and because we have a lot of variation in scene lighting due to our art direction.

To put this in perspective, not doing tri-linear filtering on mipmaps is a lot worse.

2) What are potential solutions?

• Support Centroid Sampling
• Use Pixel Shaders to Clamp Texture Coordinates

Centroid sampling doesn't have the problem that center sampling does in multi-sample antil-aliasing. ATI has supported this form of anti-aliasing for the 9000 series. The tricky part is enabling this when DirectX doesn't easily expose this.

There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.

Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.

3) How will this look?

We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes.”

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