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Copyright 1996-2024 by TSW (Nikolay Tuzhilin)
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Last updated: 08.07.2007
General information
This videocard produced by Gigabyte company is based on the modern, fast and
cool graphic chip (Oct`2006) nVIDIA GeForce 7600GS.
Comparing to my previous videocard Radeon 9500 Pro it faster switches
resolutions and has lower 2D quality. When switching into the running full
screen 3D game for about a second you can see something like geometry rebuilding
(e.g. scene without texturing or something like that).
3DMark 2003
3D benchmark of nVIDIA GeForce 7600GS (ForceWare version 91.47 driver)
results measured by FutureMark 3D Mark 2003 for default and antialiased
versions, compared to the 3 years old ATI and nVIDIA models and also modern
(2006 year) integrated graphics:
|
GeForce 7600GS 256M,
Athlon XP 2800+ (o/c) |
Radeon 9500Pro 128M (o/c),
Athlon XP 2800+ (o/c) |
GeForce 6200 128M,
Athlon XP 2800+ (o/c) |
GMA950 i945G,
Intel Core2 Duo 6600 (o/c) |
GMA3000 G965,
Intel Core2 Duo 6400 |
Settings
|
Width |
1024 |
1024 |
1024 |
1024 |
1024 |
Height |
768 |
768 |
768 |
768 |
768 |
Anti-Aliasing |
4 sample AA |
4 sample AA |
2 sample AA |
None |
None |
None |
None |
None |
None |
Max Anisotropy |
16 |
8 |
8 |
16 |
4 |
4 |
4 |
4 |
4 |
Texture Filtering |
Optimal |
Optimal |
Optimal |
Optimal |
Optimal |
Vertex Shaders |
Optimal |
Optimal |
Optimal |
Optimal |
Optimal |
Fixed Framerate |
Off |
Off |
Off |
Off |
Off |
CPU Frequency |
2193 MHz |
2255 MHz |
2170 MHz |
3000 MHz |
2130 MHz |
GPU Frequency |
400 MHz |
290 MHz |
350 MHz |
? MHz |
400 (667) MHz |
VRAM Frequency |
400 MHz |
284 MHz |
500 MHz |
? MHz |
333 MHz |
Game Tests
|
3DMark Score |
4630 3DMarks |
5080 3DMarks |
6615 3DMarks |
7300 3DMarks |
8125 3DMarks |
3810 3DMarks |
2520 3DMarks |
2810 3DMarks |
1840 3DMarks |
GT1 - Wings of Fury |
139 fps |
145 fps |
171 fps |
179.5 fps |
188 fps |
133 fps |
87 fps |
100 fps |
62 fps |
GT2 - Battle of Proxycon |
27 fps |
30 fps |
43.2 fps |
54 fps |
60.5 fps |
23 fps |
14 fps |
20 fps |
12.5 fps |
GT3 - Troll's Lair |
24.5 fps |
28 fps |
40.5 fps |
46 fps |
53.5 fps |
22 fps |
13 fps |
17.5 fps |
11 fps |
GT4 - Mother Nature |
38 fps |
41.5 fps |
48 fps |
47 fps |
51.5 fps |
24 fps |
19 fps |
14 fps |
11 fps |
CPU Tests
|
CPU Score |
650 CPUMarks |
576 CPUMarks |
640 CPUMarks |
1218 CPUMarks |
750 CPUMarks |
CPU Test 1 |
71.5 fps |
62 fps |
70 fps |
109.5 fps |
71.5 fps |
CPU Test 1 |
11.5 fps |
10 fps |
11 fps |
26 fps |
15.5 fps |
Feature Tests
|
Fill Rate (Single-Texturing) |
1140 MTexels/s |
1140 MTexels/s |
2100 MTexels/s |
1400 MTexels/s |
1400 MTexels/s |
840 MTexels/s |
490 MTexels/s |
1873 MTexels/s |
720 MTexels/s |
Fill Rate (Multi-Texturing) |
4390 MTexels/s |
4280 MTexels/s |
4590 MTexels/s |
4550 MTexels/s |
4550 MTexels/s |
1857 MTexels/s |
1350 MTexels/s |
1890 MTexels/s |
1700 MTexels/s |
Vertex Shader |
22.5 fps |
24 fps |
25 fps |
25 fps |
25 fps |
14 fps |
14 fps |
7 fps |
5.5 fps |
Pixel Shader 2.0 |
112 fps |
123 fps |
153 fps |
167 fps |
178.5 fps |
34 fps |
42 fps |
13.5 fps |
11.5 fps |
Ragtroll |
16 fps |
17 fps |
25 fps |
30 fps |
32.5 fps |
15 fps |
9.5 fps |
12 fps |
10 fps |
Sound Tests
|
No sounds |
- |
- |
- |
- |
37 fps |
39 fps |
- |
63.5 fps |
43 fps |
24 sounds |
- |
- |
- |
- |
34.5 fps |
35 fps |
- |
60 fps |
41 fps |
60 sounds |
- |
- |
- |
- |
31.5 fps |
32 fps |
- |
- |
- |
Audio was provided by integrated sound on nVIDIA nForce2 MCP-ST SoundStorm
subsystem.
Temperature test was 76C of the heat sink after and 88C of the core. Maximum
during the test is 100C (core). Maximum videomemory usage was 128MB.
Even with 4x antialiasing enabled GeForce 7600GS outperforms Radeon 9500Pro
at least twice times. But 4x AA + 16x Aniso are too much for this card.
More benchmarks here.
3DMark 2006
3D benchmark of nVIDIA GeForce 7600GS (ForceWare version 93.71 driver)
results measured by FutureMark 3D Mark 2006 for default settings, compared to
previous generation nVIDIA videocard:
|
GeForce 7600GS 256M,
Athlon XP 2800+ (o/c) |
GeForce 6200 128M,
Athlon XP 2800+ (o/c) |
GMA3000 G965,
Intel Core2 Duo 6400 (o/c) |
GMA3000 G965,
Intel Core2 Duo 6400 (o/c) |
Settings
|
Width |
1024 |
1024 |
1024 |
1280 |
Height |
768 |
768 |
768 |
1024 |
Anti-Aliasing |
None
|
None
|
None
|
None
|
Anti-Aliasing Quality |
0
|
0
|
0
|
0
|
Texture Filtering |
Optimal |
Optimal |
Optimal |
Optimal |
Anisotropic Level |
1
|
1
|
1
|
1
|
Vertex Shaders Profile |
3.0 |
3.0 |
3.0 |
3.0 |
Pixel Shaders Profile |
3.0 |
3.0 |
3.0 |
3.0 |
CPU Frequency |
2193 MHz |
2193 MHz |
2240 MHz |
2240 MHz |
GPU Frequency |
400 MHz |
350 MHz |
? MHz |
? MHz |
VRAM Frequency |
400 MHz |
500 MHz |
350 MHz |
350 MHz |
Score
|
3DMark Score |
2450 3DMarks |
450 3DMarks |
650 3DMarks |
540 3DMarks |
SM2.0 Score |
1080 |
210 |
200 |
170 |
HDR/SM3.0 Score |
1010 |
- |
260 |
200 |
CPU Score |
740 |
740 |
1870 |
1870 |
Game Score |
GT1 - Return To Proxycon (SM2.0) |
9 fps |
1.4 fps |
1.6 fps |
1.4 fps |
GT2 - Firefly Forest (SM2.0) |
9 fps |
2.2 fps |
1.7 fps |
1.5 fps |
CPU1 - Red Valley (CPU) |
0.2 fps |
0.2 fps |
0.6 fps |
0.6 fps |
CPU2 - Red Valley (CPU) |
0.4 fps |
0.4 fps |
0.9 fps |
0.9 fps |
HDR1 - Canyon Flight (HDR/SM3.0) |
9 fps |
- |
2.5 fps |
2 fps |
HDR2 - Deep Freeze (HDR/SM3.0) |
11.5 fps |
- |
2.5 fps |
2 fps |
Feature Tests
|
Fill Rate (Single-Texturing) |
1650 MTexels/s |
430 MTexels/s |
860 MTexels/s |
860 MTexels/s |
Fill Rate (Multi-Texturing) |
4750 MTexels/s |
1380 MTexels/s |
1660 MTexels/s |
1660 MTexels/s |
Pixel Shader |
123.5 fps |
32 fps |
36 fps |
23 fps |
Vertex Shader - Simple |
111 MVertices/s |
32 MVertices/s |
15.5 MVertices/s |
15.5 MVertices/s |
Vertex Shader - Complex |
24 MVertices/s |
13 MVertices/s |
8 MVertices/s |
8 MVertices/s |
Shader Particles (SM3.0) |
7.5 fps |
3.5 fps |
- |
- |
Perlin Noise (SM3.0) |
31 fps |
7 fps |
- |
- |
So, it is obvious that such configuration is too cheap for this modern test.
And there are no real difference in playability between old and new card :(
More benchmarks here.
Overclocking
Not tested yet.
It is seems natural between users of fanless videocards to supply them with
external fan :). In my case the very small fan blows air through the empty slot
hole out thus lowering the temperature of the heatsink and code about 20C down.
The following information taken from the official
Gigabyte and
nVIDIA pages.
Specifications
GV-N76G256D-RH
- Powered by NVIDIA GeForce 7600 GS GPU
- Supports AGP 8x/4x and 12 pixel pipelines
- GPU clock 400MHz
- Microsoft DirectX 9.0c and OpenGL 2.0 support
- Integrated with 256MB GDDR2 memory and 128-bit memory interface running at
400(800)MHz.
- Supports PureVideo technology
- Features DVI-I/D-sub/HDTV
NVIDIA® CineFX® 4.0 Shading Architecture
The fourth-generation NVIDIA® CineFX® engine builds unimaginable speed into
the NVIDIA® GeForce® graphics processing units (GPUs). Using the CineFX 4.0
engine, developers can create and display the most advanced and high-quality
visual effects for emerging PC games and other cutting-edge visual applications.
Every requirement for 3D visualization falls into one of two
categories—performance or image quality—and being able to carry out more
calculations in less time with the highest possible image quality.
The new NVIDIA GeForce 7 Series and GeForce Go 7 Series GPUs featuring the
CineFX 4.0 engine incorporate architectural advancements that accelerate the
most common operations required for 3D visualizations. This allows for more
complex shader effects while maintaining the highest levels of image quality.
The new design introduces innovation at every stage of the pipeline:
- A redesigned vertex shader unit reduces the time to set up and perform
geometry processing.
- A new pixel shader unit design can carry out twice as many floating-point
operations and greatly accelerates other mathematical operations to increase
throughput.
- An advanced texture unit incorporates new hardware algorithms and better
caching to speed filtering and blending operations.
The NVIDIA CineFX 4.0 engine injects breakthrough graphics technology into
the core levels of the vertex shader, pixel shader, and texture engines. By
accelerating triangle setup, crucial math elements of the pixel shader, and
texture manipulations, the newest engine lets 3D graphics developers achieve new
levels of performance and visual quality.
- Vertex Shaders
- Support for Microsoft DirectX 9.0 Vertex Shader 3.0
- Displacement mapping
- Geometry instancing
- Infinite length vertex programs
- Pixel Shaders
- Support for DirectX 9.0 Pixel Shader 3.0
- Full pixel branching support
- Support for Multiple Render Targets (MRTs)
- Infinite length pixel programs
- Next-Generation Texture Engine
- Accelerated texture access
- Up to 16 textures per rendering pass
- Support for 16-bit floating point format and 32-bit floating point format
- Support for non-power of two textures
- Support for sRGB texture format for gamma textures
- DirectX and S3TC texture compression
- Full 128-bit studio-quality floating point precision through the entire
rendering pipeline with native hardware support for 32bpp, 64bpp, and 128bpp
rendering modes
64-Bit Texture Filtering and Blending
- Delivers true high dynamic-range (HDR) lighting support
- Full floating point support throughout entire pipeline
- Floating point filtering improves the quality of images in motion
- Floating point texturing drives new levels of clarity and image detail
- Floating point frame buffer blending gives detail to special effects like
motion blur and explosions
NVIDIA® Intellisample™ 4.0 Technology
Building on the revolutionary NVIDIA® Intellisample™ technology, the NVIDIA®
GeForce™ 7 Series graphics processing units (GPUs) introduce Intellisample 4.0
technology. The fourth-generation Intellisample technology introduces two new
antialiasing modes—transparency adaptive supersampling and transparency adaptive
multisampling—which increase the quality and performance of antialiasing.
Transparency adaptive supersampling and multisampling take additional texel
samples and antialiasing passes to enhance the quality of thin-lined objects
such as chain link fences, trees, and vegetation. These types of objects are
generally rendered on very simple polygon models (or even one polygon). The
complexity of the final image (a group of branches or vegetation) comes from the
texture that is mapped onto the polygon. Conventional antialiasing does not help
this situation, because the edges of the vegetation or branches are actually
inside the projected texture. Pixels inside a polygon are not touched by current
antialiasing methods.
Transparency adaptive multisampling also improves antialiasing quality—with even
higher levels of performance because one texel sample is used to calculate
surrounding subpixel values. Although transparency adaptive multisampling is not
as high quality as the supersampling method, its increased efficiency balances
improved image quality and high levels of performance. The visual improvements
of adaptive supersampling are obvious when compared to generic
supersampling/multisampling approaches.
- Advanced 16x anisotropic filtering (with up to 128 taps)
- Blistering-fast antialiasing and compression performance
- Gamma-adjusted rotated-grid antialiasing removes jagged edges for incredible
image quality
- Transparent multisampling and transparent supersampling modes boost
antialiasing quality to new levels
- Support for normal map compression
- Support for advanced lossless compression algorithms for color, texture, and
z-data at even higher resolutions and frame rates
- Fast z-clear
NVIDIA® UltraShadow™ II Technology
Accurate shadows are critical for realistic and believable scenes in games. But
the complex interactions between light sources, objects, and characters involve
elaborate programming. For every frame in a game, every light source must be
analyzed relative to every object, potentially bogging down the PC and affecting
your gameplay. The NVIDIA® GeForce™ 6 and GeForce 7 Series of GPUs deliver the
patent-pending NVIDIA® UltraShadow™ II technology, which can be applied to
today’s games to build stunning visual effects and to create distinctive digital
environments. With a system powered by a GeForce 6 or GeForce 7 Series GPU,
anytime a game or application calculates shadows, UltraShadow II will enhance
the overall performance.
With UltraShadow II hardware, the more passes that are required for the lighting
and shadow calculations in a scene, the more significant the performance
improvement, with the most complex scenes achieving the most noticeable results.
Thus, emerging next-generation games, that employ multiple light sources with
many visible objects in each scene—such as DOOM 3™ from id Software—will see
dramatic improvements in execution speeds. The technology advancements in
UltraShadow II also deliver a 4× performance increase (compared to the previous
generation) for passes involving shadow volumes.
Additionally, NVIDIA UltraShadow II gives developers the ability to calculate
shadows much more quickly by eliminating unnecessary areas from consideration.
By defining a bounded portion of a scene (called "depth bounds"), and focusing
calculations only on the area most affected by the light source, developers can
greatly accelerate the shadow generation process. With the ability to fine-tune
shadows within critical regions, developers create incredible visualizations
that mimic reality, and still achieve awesome performance for fast-action games.
UltraShadow II also works perfectly with NVIDIA® Intellisample™ technology to
ensure that shadow edges are properly antialiased.
Ultimately, the innovative techniques combined in NVIDIA’s UltraShadow II
technology will empower developers with more programming flexibility and the
hardware muscle they need to create unprecedented effects in their games and 3D
applications. Complicated lighting and shadow effects become practical and
next-generation games rise to the next level in cinematic realism. The results
are more photorealistic scenes and environments in your games, without
compromising PC performance.
NVIDIA® PureVideo™ Technology
Today’s consumers demand a high-definition (HD) home theater experience on
their PC. They want superb picture clarity, stutter-free playback and multiple
display connectivity options. The best way to achieve this is with NVIDIA®
PureVideo™ technology.
Watch videos on your desktop PC, notebook PC, or HDTV without the annoying
artifacts and imperfections of traditional PC-based video solutions. NVIDIA
PureVideo technology is the combination of a dedicated video processing core and
software that delivers ultra-smooth, high-definition H.264, WMV, and MPEG-2
movies with minimal CPU utilization and low power consumption. And the
high-precision subpixel processing enables videos to be scaled to any size, so
that even small videos look like they were recorded in high-resolution.
- Ultra-smooth Video:
- Dedicated video processing core provides astonishingly fluid high-definition
video on your PC without stutter or skips.
- Programmable video processor accelerates H.264, WMV, and MPEG-2
high-definition movies.
- Discrete video processing core offloads the CPU and 3D engine of complex
video tasks, freeing the PC to run multiple applications simultaneously, while
consuming less power.
- Superb Picture Clarity:
- NVIDIA PureVideo delivers crisp pictures by eliminating double images,
blurring, and distortions.
- Jagged edges are smoothed with spatial temporal de-interlacing, inverse
telecine, and advanced scaling technologies.
- Precise, vivid colors on any display
- Gamma, brightness, saturation, color temperature correction, and LCD
sharpening provide lifelike pictures and vivid colors on any display.
- Native HDTV support drives high-definition televisions at resolutions up to
1920x1080p through Component, DVI and HDMI interfaces.
- Dedicated on-chip video processor
- High-definition H.264, MPEG2 and WMV9 decode acceleration
- Advanced spatial-temporal de-interlacing
- Inverse telecine (2:2 and 3:2 pull-down correction)
- High-quality video scaling
- Video color correction
- Microsoft® Video Mixing Renderer (VMR) supports multiple video windows with
full video quality and features in each window
Built for Microsoft® Windows Vista™
Windows Vista™ is the first Windows operating system that directly utilizes
the power of a dedicated GPU (graphics processing unit). NVIDIA® GeForce® GPUs
are essential for accelerating the Windows Vista experience by offering an
enriched 3D user interface, increased productivity, vibrant photos, smooth,
high-definition videos, and realistic games.
- Third-generation GPU architecture built for Windows Vista
- Delivers best possible experience when running Windows Vista 3D graphical
user interface
- New OS supported by renowned NVIDIA® Unified Driver Architecture (UDA) for
maximum stability and reliability
- NVIDIA® PureVideo™ technology delivers high-quality VMR pipeline for
best-in-class video for Windows Vista
Advanced Display Functionality
- Dual integrated 400MHz RAMDACs for analog display resolutions up to and
including 2048x1536 at 85Hz
- Dual-link DVI capability to drive the industry's largest and highest
resolution digital flat panel displays up to 2560x1600
- Integrated HDTV encoder provides analog TV-output
(Component/Composite/S-Video) up to 1080i resolution
- Full NVIDIA® nView® multi-display technology capability
High Speed Interfaces
- Designed for PCI Express x16
- Support for AGP 8X including Fast Writes and sideband addressing
- Designed for high-speed GDDR3 memory
NVIDIA® Digital Vibrance Control® (DVC) 3.0 Technology
- DVC color controls
- DVC image sharpening controls
API Support
- Complete DirectX support, including the latest version of Microsoft DirectX
9.0 Shader Model 3.0
- Full OpenGL support, including OpenGL 2.0
GeForce 7 Series GPUs Model Comparison
Feature |
GeForce 7950 Models |
GeForce 7900 Models |
GeForce 7800 Models |
GeForce 7600 Models |
GeForce 7300 Models |
GeForce 7100 Models |
Graphics Bus Technology |
PCI Express |
PCI Express |
AGP 8X/PCI Express |
AGP 8X/PCI Express |
PCI Express |
PCI Express |
Microsoft® DirectX® 9.0 |
SM3.0 |
SM3.0 |
SM3.0 |
SM3.0 |
SM3.0 |
SM3.0 |
NVIDIA® Intellisample™ Technology |
4.0 |
4.0 |
4.0 |
4.0 |
4.0 |
4.0 |
NVIDIA® SLI™ Technology |
Y |
Y |
Y |
Y |
Y |
Y |
High Dynamic-Range (HDR) Support |
Y |
Y |
Y |
Y |
Y |
N |
NVIDIA® TurboCache™ Technology |
n/a |
n/a |
n/a |
n/a |
Y |
Y |
Effective Memory Interface |
512-bit |
256-bit |
256-bit |
128-bit |
128-bit/64-bit |
64-bit |
Memory |
GDDR3 |
GDDR3 |
GDDR3 |
GDDR3/DDR2 |
GDDR3/DDR2 |
DDR2 |
Process |
0.09 µ |
0.09 µ |
0.11 µ |
0.09 µ |
0.09 µ |
0.11 µ |
RAMDACs |
400MHz |
400MHz |
400MHz |
400MHz |
400MHz |
400MHz |
Reference videocards comparison
The following information extracted from
article
at fcenter.ru
Model |
Core |
Memory |
Conveyers/texels |
Vertex conveyers |
Core/memory clock |
Memory interface |
GeForce 7950GX2 |
G71x2 |
512MBx2 GDDR3 |
24/24x2 |
8x2 |
500/1200MHz |
256-bitx2 |
GeForce 7900GTX |
G71 |
512MB GDDR3 |
24/24 |
8 |
650/1600MHz |
256-bit |
GeForce 7950GT |
G71 |
256MB GDDR3 |
24/24 |
8 |
550/1400MHz |
256-bit |
GeForce 7900GT |
G71 |
256MB GDDR3 |
24/24 |
8 |
450/1320MHz |
256-bit |
GeForce 7900GS |
G71 |
256MB GDDR3 |
20/20 |
7 |
450/1320MHz |
256-bit |
GeForce 7800GTX |
G70 |
512MB GDDR3 |
24/24 |
8 |
550/1700MHz |
256-bit |
GeForce 7800GTX |
G70 |
256MB GDDR3 |
24/24 |
8 |
430/1200MHz |
256-bit |
GeForce 7800GT |
G70 |
256MB GDDR3 |
20/20 |
7 |
400/1000MHz |
256-bit |
GeForce 7800GS |
G70 |
256MB GDDR3 |
16/16 |
6 |
375/1200MHz |
256-bit |
GeForce 7600GT |
G73 |
256MB GDDR3 |
12/12 |
5 |
560/1400MHz |
128-bit |
GeForce 7600GS |
G73 |
256MB GDDR2 |
12/12 |
5 |
400/800MHz |
128-bit |
GeForce 7300GT |
G73 |
128/256MB |
8/8 |
4 |
350/667MHz GDDR2 |
128-bit |
GeForce 7300GS |
G72 |
64/128/256MB |
4/4 |
3 |
550/700MHz GDDR2/3 |
64-bit |
GeForce 7300LE |
G72 |
128MB |
4/4 |
3 |
450/600MHz GDDR2 |
64-bit |
GeForce 7100GS |
NV44 |
128MB |
4/4 |
3 |
350/667MHz |
64-bit |
|