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#964 – HIS HD 4870 512MB GDDR5 Video Card Video Review
CHECK PRICES: 3dgameman.pgpartner.com “The Radeon HD 4800 series video cards are currently available in three flavors; the 4850, 4870 and 4870 X2. The single GPU HIS HD 4870 512MB GDDR5 Video Card is based on the RV770 core which is built on the 55 nanometer manufacturing process and has 956 million transistors. The core speed on this product is 750MHz and the 512MB ofGDDR5 256 bit memory is 3.6GHz DDR. It comes with 800 stream processing units for vertex, pixel and geometry data, 40 texture units and 16 raster operators. The pixel fill rate is 27 GPixels/sec and the memory bandwidth is 115.2GB/s. If you’ve been waiting to purchase a high-end Video Card, it’s arrived! This is the best performance vs. price video cards currently on the market, hands down! Watch the video to find out more.” ~3dGameMan.com
Asus G73 gaming laptop review
Rory Reid takes you on a tour of the 17.3-inch Asus G73 gaming laptop;this is the first that features the ATI Radeon HD 5870 GPU — ATI’s fastest mobile graphics card to date. The model sold in the UK, the G73Jh, also features an Intel Core i7-720QM CPU, 1TB of storage, a Blu-ray drive, and 8GB of DDR3 memory. It’s available now for around £1900.
Asus M4A79XTD EVO AM3 Motherboard Review
Asus M4A79XTD EVO AM3 Motherboard Review
Dell Studio17 Sound Card Test
I’m testing out the default sound card that came with my new Dell Studio 17. I figured I’d fraps the event and share it for the whole world to see. The song is Center of Existence by DJ Nate. dj-nate.newgrounds.com
#1122 – HIS HD 5670 IceQ 512MB GDDR5 Video Card Video Review
CHECK PRICES: 3dgameman.pgpartner.com BUY 3dgameman.pgpartner.com The HIS HD 5670 IceQ 512MB GDDR5 Video Card is king amongst bang for the buck video cards. The core speed on this product is 775MHz and the 512MB of GDDR5 128 bit memory is 4GHz DDR. It comes with 400 stream processing units for vertex, pixel and geometry data, 20 texture units and 8 raster operators. The pixel fillrate is 6.2 Gpixels/sec, texture fillrate is 15.5 GTexels/s and the memory bandwidth is 64GB/s.
Pioneer DreamBook Lite E10 with ARM-based CPU hits Australia

Australian PC maker Pioneer Computers has introduced a new 10 inch mini-laptop that weighs just 1.28 pounds. It also looks extraordinarily thin, although the dimensions listed on the product page look like they’re off — unless the notebook is 17 inches thick.
Part of the secret is that the Pioneer DreamBook Lite E10 chucks the usual Intel Atom processor for a 533MHz VIA 8505 ARM-based processor which shouldn’t need much in the ay of cooling. The computer also has a 10.1 inch, 1024 x 600 pixel display, 128MB of RAM, and 2 to 4G of flash storage. It runs Google Android or Windows CE.
The E10 also has 802.11b/g WiFi, a 0.3MP webcam and an SD card slot, a well as 3 USB ports and an optional 3G module. It comes with an 1800mAh battery which Pioneer says should be good for up to 3 hours of run time.
via Netbooked
Asus M4A785TD-V EVO AM3 Motherboard Review
Asus M4A785TD-V EVO AM3 Motherboard Review
Lenovo ThinkPad X300 Laptop Review
The Lenovo X300 comes with a SSD hard-drive and is only 2.1 lbs! Is it enough to topple the Apple MacBook Air?
Titan Fenrir Evo Hands-on
Titan Fenrir Evo Hands-on
Posted on 17th May 2010 at 11:40 by Richard Swinburne with 48 comments
With a new coat of anodizing, the Fenrir has gone from white to red to black and gold now, but the core heatsink underneath remains the same. As Titan put it, why change what works?
The Evo upgrade comes from the fan, which has double the blade count to push more air at slower speeds. Titan claims the performance is identical to the previous models but the noise level has been dropped considerably, as has the full-speed RPM.
Now manufactured by Titan itself, the fan is considerably heavier with stronger plastic blades compared to the old one.
Titan will launch the fan by itself in a retail package, so if you haven’t already upgraded your current Fenrir, you can simply buy the new fan to Evo-ise it.
The Titan Fenrir Evo will ship for the same competitive price as the current Fenrir, as it will replace the old model. We asked Titan how it could achieve such a good price considering its competitors were often asking for over £50. Titan explained they only have to source the raw materials (not pre-manufactured parts) as it manufactures everything itself. This lowers the costs.
On the subject of anodizing: Titan was keen to point out that heavily anodised aluminium drops the cooling performance of a heatsink and using an external company to anodise cooling parts often results in a variable thickness of the aluminium-oxide layer which in turn affects performance.
Titan stated that it’s very specific not to let its anodising process result in a thick coating on the fins, which would damage performance. Honestly, it’s not something we considered before, but clearly Titan has picked up on it and it’s good to know they are maintaining quality control.
Fancy yourself a new Fenrir (or a new fan) then? Let us know in the forums.
Intel Core i7-975 EE and Core i5-750 in Contemporary Games
Once upon a time, when PC games used to be 2-dimensional, every kind of graphics processing was done on the CPU. This was also true for early 3D games. Neither Wolfenstein 3D nor Doom with its numerous clones listed a graphics accelerator among their system requirements. Well, they couldn’t since there were no graphics accelerators at that time and game developers did not rely on them. Moreover, talking about gaming applications of their products, Intel and AMD focused on enhancing the capabilities of their CPUs in the way of MMX and 3DNow! instruction sets. Intel promoted MMX as a means to boost the quality, level of detail and speed of gaming graphics whereas the name of AMD’s technology speaks for itself.
This situation went on for quite a while. Even rather late projects by id Software and Epic Games such as Quake and Unreal used the CPU as the main tool for processing graphics, notwithstanding the significantly expanded game worlds. Things changed in 1996 when the obscure and young firm 3dfx Interactive unveiled the world’s first 3D graphics accelerator for the PC affordable for ordinary gamers. The product looks ridiculous by today’s standards as it could only map and filter textures, but the quality of the filtering was unprecedented at that time. None of then-existing CPUs, whatever multimedia instruction sets they supported, could deliver such performance even at a lower image quality. A game would look completely different running in the Glide mode as opposed to software mode.
That was the first revolution in the world of gaming 3D graphics. CPUs were losing their ground year by year, their influence on performance constantly diminishing. There were other turning points, the next one being the Nvidia GeForce 256, the world’s first graphics processor with a TCL unit (Transformation, Clipping, Lighting) that could transform 3D coordinates into 2D ones, clip polygons and light the scene, offloading the CPU. As is often the case, the new product did not take off immediately. Nvidia’s opponents still relied on the growing computing capacities of CPUs for those tasks, yet hardware TCL had become widespread by the end of 2001 anyway. The same year there was a third revolution that expanded the capabilities of GPUs even more by making them programmable. The Nvidia NV20 (GeForce 3) came out as the first chip to support DirectX 8.0. And the last notable innovation occurred in 2002 when ATI Technologies announced the R300, the first GPU to support DirectX 9.0.
From that moment onwards, GPUs were developing in an evolutionary way. New versions of DirectX and OpenGL were being implemented. The computing part, originally divided into vertex and pixel processors, became unified. New types of shaders were supported and there were lots of other innovations. GPUs quickly surpassed ordinary CPUs in sheer computing power, giving birth to the idea to use them not only to process graphics but also to accelerate complex computations unrelated or loosely related to 3D applications. Both leading developers, AMD and Nvidia, are working actively in this direction, but that’s not the point of this review. Looking at the computing capabilities of today’s GPUs estimated at teraflops (more than the huge supercomputers of earlier times could offer!), one might find modern CPUs to have rather humble parameters.
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This provokes a natural question if 3D games need powerful CPUs at all. The answer is not as simple as it seems. First, if some GPUs resources are allotted to compute the game AI or physical model, there are fewer resources left for graphics processing. And we know just too well that today’s games have very complex visuals that may take all the 1600 stream processors of an RV870 chip to be rendered at a decent frame rate. Second, it is not so easy to rewrite the game code to make maximum use of GPU resources. It looks like a number of computational tasks, including gaming ones, are still performed better on the CPU, therefore premium-class gaming computers from famous manufacturers like Alienware are equipped with extremely fast and expensive CPUs. Particularly, the quad-core Intel Core i7-975 Extreme Edition cost $999 when announced and the newest six-core Core i7-980X is going to cost that much today. That’s quite a lot, but a top-end graphics card is expensive as well. For example, a Radeon HD 5850 costs about $300 whereas topmost solutions that deliver maximum performance are as expensive as $600-800 (a dual-processor Radeon HD 5970) or even $1000 and more (a couple of Nvidia GeForce GTX 480 cards working in SLI mode).