User manual NVIDIA GF100

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[. . . ] Whitepaper NVIDIA GF100 World's Fastest GPU Delivering Great Gaming Performance with True Geometric Realism V1. 4 Dedicated to the World's PC Gamers Table of Contents Introducing GF100. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Exceptional Gaming Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 First-rate image quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Film-like Geometric Realism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] In the edge setup stage, vertex positions are fetched and triangle edge equations are computed. Triangles not facing the screen are removed via back face culling. Each edge setup unit processes up to one point, line, or triangle per clock. The Rasterizer takes the edge equations for each primitive and computes pixel coverage. If antialiasing is enabled, coverage is performed for each multisample and coverage sample. Each Rasterizer outputs eight pixels per clock for a total of 32 rasterized pixels per clock across the chip. Pixels produced by the rasterizer are sent to the Z-cull unit. The Z-cull unit takes a pixel tile and compares the depth of pixels in the tile with existing pixels in the framebuffer. Pixel tiles that lie entirely behind framebuffer pixels are culled from the pipeline, eliminating the need for further pixel shading work. Recap of the GPC Architecture The GPC architecture is a significant breakthrough for the geometry pipeline. Tessellation requires new levels of triangle and rasterization performance. The PolyMorph Engine dramatically increases triangle, tessellation, and Stream Out performance. Four parallel Raster Engines provide sustained throughout in triangle setup and rasterization. By having a dedicated tessellator for each SM, and a Raster Engine for each GPC, GF100 delivers up to 8× the geometry performance of GT200. 14 Tessellation Performance 700% 600% 500% 400% 300% 200% 100% 0% Directed Test Directed Test Directed Test (low detail) (med detail) (high detail) Hair Demo Water Demo DirectX 11 Application Radeon HD 5870 NVIDIA GF100 The left three bars in the chart show tessellated geometry performance for three directed tests that focus exclusively on tessellation performance. As geometric complexity is increased, GF100's performance lead over the competition increases. The Hair and Water demos include both shading and compute operations in addition to geometry processing. The rightmost bar shows the performance of a tessellation state bucket (a set of draw calls from a frame) from a DirectX 11 application. The Hair demo (left) uses tessellation, geometry shaders, and physical simulations. The Water demo (right) uses tessellation in large environments. 15 Third Generation Streaming Multiprocessor The third generation SM introduces several architectural innovations that make it not only the most powerful SM yet built, but also the most programmable and efficient. 512 High Performance CUDA cores SM Instruction Cache Warp Scheduler Dispatch Unit Warp Scheduler Dispatch Unit Register File (32, 768 x 32-bit) LD/ST CUDA Core Each SM features 32 CUDA Dispatch Port processors--a fourfold increase Operand Collector over prior SM designs. GF100's CUDA cores are designed for FP Unit INT Unit maximum performance and Result Queue efficiency across all shader workloads. By employing a scalar architecture, full performance is achieved irrespective of input vector size. 3D coordinates), or 4-component vectors (eg. [. . . ] 3D Vision Surround will be supported across three of the same 3D Vision capable LCDs or projectors at resolutions up to 1920x1080. For those not ready to jump into stereoscopic gaming, NVIDIA Surround will also be supported in non-stereoscopic 3D at resolutions up to 2560 x 1600 across displays that share a common resolution. Bezel Correction NVIDIA 3D Vision Surround includes controls that allow for the adjustment of the displays to compensate for monitor bezel gaps, creating a more realistic view of full-screen games. With bezel correction, part of the game view is hidden behind the display bezel so that the bezel appears to be part of the game. This produces a more continuous image across the displays and provides a more realistic experience. [. . . ]

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