ATIC Since 1989      One of Canada's Most Trustable Computer Company, in business for over 34 years.

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A new advanced imaging and video standard put forth by ATI, which supports PVR, HDTV, and next-generation HD disc capabilities. Improved image clarity and crispness, smoother video playback, 10-bit colour reproduction, and advanced 3D comb filtering provides superior imaging and video technology on any display system, with full support for DVI and HDMI connections.

Similar to nVidia's SLI technology, CrossFire allows you to create a multi-GPU system with two video cards. The requirements for CrossFire are an ATI CrossFire based motherboard, and two CrossFire compatible video cards. The Radeon X1300 and X1600 CrossFire-Ready series cards simply require identical cards to run multi-GPU. The X800, X850, X1800, and X1900 require one primary CrossFire-Ready card, and one "CrossFire Edition" card of the series.

CrossFire can improve performance by over 80% in graphics intensive applications.

HyperMemory™ is ATI’s innovative technology that enables a reduction in the amount of on-board memory on a graphics card without compromising its overall performance.

Its advanced memory management technology makes more efficient use of all the available memory in computers with PCI Express® technology. Graphics applications can share system memory and use fast on-board memory for real-time processing between the graphics card and the computer’s memory. This ultimately increases the affordability of ATI’s RADEON® graphics technology.

Pixel Shader
A Pixel Shader is a graphics function that calculates effects on a per-pixel basis. Depending on resolution, in excess of 2 million pixels may need to be rendered, lit, shaded, and colored for each frame, at 60 frames per second. That in turn creates a tremendous computational load. The GeForce3 can easily process this load through Pixel Shaders, and bring movie-style effects to your PC. This is an unprecedented level of hardware control for consumers. Per-pixel shading brings out an extraordinary level of surface detail—allowing you to see effects beyond the triangle level. Programmable Pixel Shaders then give artists and developers the ability to create per-pixel effects that mirror their creative vision.

Scalable Link Interface
Acronym : SLI
nVidia's Multi-GPU PCI-Express Interface
A high-performance technology that intelligently combines and scales graphics performance and visual quality by having multiple NVIDIA GPUs in a single system. SLI Technology can scale both geometry and fill rate performance for multiple GPUs.

The requirements for SLI are an nVidia SLI based motherboard, and two identical SLI compatible video cards.

SLI can improve performance by over 80% in graphics intensive applications
<More Info>

TurboCache technology utilizes the additional bandwidth of the PCI Express graphics bus to reach higher levels of graphics performance than traditional video memory solutions, delivering the performance and features you expect from NVIDIA graphics hardware. By allowing the graphics processing unit (GPU) to share the capacity and bandwidth of dedicated video memory and dynamically available system memory, TurboCache turbocharges performance and provides larger total graphics memory.

Vertex Shader
A graphics processing function used to add special effects to objects in a 3D environment by performing mathematical operations on the objects' vertex data. Each vertex can be defined by many different variables. For instance, a vertex is always defined by its location in a 3D environment using the x-, y-, and z- coordinates. Vertices may also be defined by colors, coordinates. Vertices may also be defined by colors, textures, and lighting characteristics. Vertex Shaders don't actually change the type of data; they simply change the values of the data, so that a vertex emerges with a different color, different textures, or a different position in space.

The area of the graphics memory used to store the Z or depth information about rendered objects. The Z-buffer value of a pixel is used to determine if it is behind or in front of another pixel. Z calculations prevent background objects from overwriting foreground objects in the frame buffer.

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