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Galaxy Geforce 6800 GT - GPU NV40

Last Update: January 8, 2006


» Back To GPU Database


1 - 6800 GT: Images

2 - 6800 GT: Features

3 - 6800 GT: Benchmarks

4 - 6800 GT: Links

5 - 6800 GT: OpenGL Extensions




1 - 6800 GT: Images

Source: JeGX - oZone3D.Net

nVidia Geforce 6800 GT

nVidia Geforce 6800 GT

nVidia Geforce 6800 GT

nVidia Geforce 6800 GT

nVidia Geforce 6800 GT

nVidia Geforce 6800 GT





2 - 6800 GT: Features


GPUNV40
GPU Frequency350 MHz
Memory Frequency500MHz DDR or 1000 MHz effective
Memory TypeGDDR3
Memory Size256M
Vertex Pipelines6
Pixel Pipelines16
Vertex Shader Model3.0
Pixel Shader Model3.0
ROPs16
Texture Units16
Texture Max Size4096x4096
Max Anisotropic Value16.0
SlotAGP


3 - 6800 GT: Benchmarks


Soft Shadows OpenGL Benchmark
[ DOWNLOAD: Soft Shadows Benchmark Page ]

Galaxy Geforce 6800 GT - Soft Shadows Benchmark - Branching: OFF

Galaxy Geforce 6800 GT - Soft Shadows Benchmark - Branching: OFF



Suface Deformer OpenGL Benchmark
[ DOWNLOAD: Surface Deformer Benchmark Page ]

Galaxy Geforce 6800 GT - Surface Deformer Score




4 - 6800 GT: Useful Links


5 - 6800GT: OpenGL Extensions

Number of Extensions: 139 - Forceware 97.28

You can use the HardwareInfo to get the OpenGL extensions list.

  • GL_ARB_color_buffer_float
  • GL_ARB_depth_texture
  • GL_ARB_draw_buffers
  • GL_ARB_fragment_program
  • GL_ARB_fragment_program_shadow
  • GL_ARB_fragment_shader
  • GL_ARB_half_float_pixel
  • GL_ARB_imaging
  • GL_ARB_multisample
  • GL_ARB_multitexture
  • GL_ARB_occlusion_query
  • GL_ARB_pixel_buffer_object
  • GL_ARB_point_parameters
  • GL_ARB_point_sprite
  • GL_ARB_shadow
  • GL_ARB_shader_objects
  • GL_ARB_shading_language_100
  • GL_ARB_texture_border_clamp
  • GL_ARB_texture_compression
  • GL_ARB_texture_cube_map
  • GL_ARB_texture_env_add
  • GL_ARB_texture_env_combine
  • GL_ARB_texture_env_dot3
  • GL_ARB_texture_float
  • GL_ARB_texture_mirrored_repeat
  • GL_ARB_texture_non_power_of_two
  • GL_ARB_texture_rectangle
  • GL_ARB_transpose_matrix
  • GL_ARB_vertex_buffer_object
  • GL_ARB_vertex_program
  • GL_ARB_vertex_shader
  • GL_ARB_window_pos
  • GL_ATI_draw_buffers
  • GL_ATI_texture_float
  • GL_ATI_texture_mirror_once
  • GL_S3_s3tc
  • GL_EXT_texture_env_add
  • GL_EXT_abgr
  • GL_EXT_bgra
  • GL_EXT_blend_color
  • GL_EXT_blend_equation_separate
  • GL_EXT_blend_func_separate
  • GL_EXT_blend_minmax
  • GL_EXT_blend_subtract
  • GL_EXT_compiled_vertex_array
  • GL_EXT_Cg_shader
  • GL_EXT_depth_bounds_test
  • GL_EXT_draw_range_elements
  • GL_EXT_fog_coord
  • GL_EXT_framebuffer_blit
  • GL_EXT_framebuffer_multisample
  • GL_EXT_framebuffer_object
  • GL_EXT_gpu_program_parameters
  • GL_EXT_multi_draw_arrays
  • GL_EXT_packed_depth_stencil
  • GL_EXT_packed_pixels
  • GL_EXT_pixel_buffer_object
  • GL_EXT_point_parameters
  • GL_EXT_rescale_normal
  • GL_EXT_secondary_color
  • GL_EXT_separate_specular_color
  • GL_EXT_shadow_funcs
  • GL_EXT_stencil_two_side
  • GL_EXT_stencil_wrap
  • GL_EXT_texture3D
  • GL_EXT_texture_compression_s3tc
  • GL_EXT_texture_cube_map
  • GL_EXT_texture_edge_clamp
  • GL_EXT_texture_env_combine
  • GL_EXT_texture_env_dot3
  • GL_EXT_texture_filter_anisotropic
  • GL_EXT_texture_lod
  • GL_EXT_texture_lod_bias
  • GL_EXT_texture_mirror_clamp
  • GL_EXT_texture_object
  • GL_EXT_texture_sRGB
  • GL_EXT_timer_query
  • GL_EXT_vertex_array
  • GL_HP_occlusion_test
  • GL_IBM_rasterpos_clip
  • GL_IBM_texture_mirrored_repeat
  • GL_KTX_buffer_region
  • GL_NV_blend_square
  • GL_NV_copy_depth_to_color
  • GL_NV_depth_clamp
  • GL_NV_fence
  • GL_NV_float_buffer
  • GL_NV_fog_distance
  • GL_NV_fragment_program
  • GL_NV_fragment_program_option
  • GL_NV_fragment_program2
  • GL_NV_framebuffer_multisample_ex
  • GL_NV_half_float
  • GL_NV_light_max_exponent
  • GL_NV_multisample_filter_hint
  • GL_NV_occlusion_query
  • GL_NV_packed_depth_stencil
  • GL_NV_pixel_data_range
  • GL_NV_point_sprite
  • GL_NV_primitive_restart
  • GL_NV_register_combiners
  • GL_NV_register_combiners2
  • GL_NV_texgen_reflection
  • GL_NV_texture_compression_vtc
  • GL_NV_texture_env_combine4
  • GL_NV_texture_expand_normal
  • GL_NV_texture_rectangle
  • GL_NV_texture_shader
  • GL_NV_texture_shader2
  • GL_NV_texture_shader3
  • GL_NV_vertex_array_range
  • GL_NV_vertex_array_range2
  • GL_NV_vertex_program
  • GL_NV_vertex_program1_1
  • GL_NV_vertex_program2
  • GL_NV_vertex_program2_option
  • GL_NV_vertex_program3
  • GL_NVX_conditional_render
  • GL_SGIS_generate_mipmap
  • GL_SGIS_texture_lod
  • GL_SGIX_depth_texture
  • GL_SGIX_shadow
  • GL_SUN_slice_accum
  • GL_WIN_swap_hint
  • WGL_EXT_swap_control
  • WGL_ARB_buffer_region
  • WGL_ARB_extensions_string
  • WGL_ARB_make_current_read
  • WGL_ARB_multisample
  • WGL_ARB_pbuffer
  • WGL_ARB_pixel_format
  • WGL_ARB_pixel_format_float
  • WGL_ARB_render_texture
  • WGL_ATI_pixel_format_float
  • WGL_EXT_extensions_string
  • WGL_EXT_swap_control
  • WGL_NV_float_buffer
  • WGL_NV_render_depth_texture
  • WGL_NV_render_texture_rectangle




GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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