The GeForce 6800 Ultra
NVIDIA's NV40 Debuts...

By, Marco Chiappetta
April 14, 2004

Before we got down to the nitty-gritty and benchmarked the new GeForce 6800 Ultra, we fired up Unreal Tournament 2004 and Aquamark 3.0 to assess its "in-game" image quality and to evaluate the quality if its new (for NVIDIA at least) rotated-grid anti-aliasing sampling algorithm and adaptive anisotropic filtering technique...

Anti-Aliased Image Quality Comparison
Whip Out That Magnifying Glass!
 

GeForce 6800 Ultra
No AA
 

GeForce 6800 Ultra
2X AA
 

GeForce 6800 Ultra
2XQ AA
 

GeForce 6800 Ultra
4X AA
 

GeForce 6800 Ultra
8X AA

These first five screenshots from Unreal Tournament 2004 illustrate the 4 different levels of anti-aliasing available with the GeForce 6800 Ultra.  As you can clearly see, with each successive level of AA, the jaggies in the scene are considerably reduced.  Pay special attention to the stairs in the distance, the plank leaning against the wall on the platform, and the angled rafters at each corner above the stairs.  Sometimes it is tough to see the benefits of anti-aliasing in a dark scene like this, so open a few of the images in your browser and switch amongst them quickly.  The differences will be immediately apparent.


GeForce 6800 Ultra
No AA (400% Zoom)

GeForce 6800 Ultra
2X AA (400% Zoom)

GeForce 6800 Ultra
4X AA (400% Zoom)

We also compared the GeForce 6800 Ultra to NVIDIA's previous flagship product, the GeForce FX 5950 Ultra, and ATi's Radeon 9800 XT.  Products like the Radeon 9800 XT based on ATi's R3x0 series of GPUs have been widely regarded as having the best AA in the business, so we were anxious to see how NVIDIA's new technique looked in a side-by-side comparison.  We went to the same spot in UT2004, and snapped off a few screenshots using like AA settings with all three cards.  Then we zoomed into a portion of the screen to get a closer look.


GeForce FX 5950 Ultra
No AA


GeForce FX 5950 Ultra
No AA (400% Zoom)


GeForce FX 5950 Ultra
2X AA


GeForce FX 5950 Ultra
2X AA (400% Zoom)


GeForce FX 5950 Ultra
4X AA


GeForce FX 5950 Ultra
4X AA (400% Zoom)

As expected, enabling AA with the GeForce FX 5950 Ultra also significantly reduced the appearance of "jaggies" on all of the angled edges within the scene.  While the 5950 Ultra does a well, side-by-side comparisons, in our opinion, prove that the 6800 Ultra does a much better job.  Open each zoomed image taken with the 6800 Ultra, and do the same with the shots taken with the 5950 Ultra.  Then switch between like settings, while focused on one of the angled edges.  The GeForce 6800 Ultra clearly does a better job at cleaning up the edges.  Pay special attention to the edges of the plank, and the rafters at the upper-left corner and we think you'll agree.


ATi Radeon 9800 XT
No AA


ATi Radeon 9800 XT
No AA (400% Zoom)


ATi Radeon 9800 XT
2X AA


ATi Radeon 9800 XT
2X AA (400% Zoom)


ATi Radeon 9800 XT
4X AA


ATi Radeon 9800 XT
4X AA (400% Zoom)

Things got a little more interesting when we focused our attention to the Radeon 9800 XT.  Follow the same procedure as above with these enlarged Radeon screen shots, and compare them the GeForce FX 5950 Ultra first.  With each level of anti-aliasing, we believe the Radeon produces better looking images.  Then close the 5950 shots, and open the GeForce 6800 Ultra's.  The differences are very subtle, but again, focus on the edges of the plank and the rafters.  We're of the opinion, that the GeForce 6800 Ultra does a slightly better job.


As is the case with any image quality comparison, one man's trash is another man's treasure.  The subjective nature of this process means that you may not agree with what we deem as "better".  So spend some time evaluating the images for yourself and come to your own conclusion.  And keep this disclaimer in mind as you move onto the next page!  It's time to see how the GeForce 6800 Ultra's anisotropic filtering looks when compared to the competition...

Anisotropic Filtering Quality