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|23rd January 2007, 10:04||#1|
Join Date: May 2002
The GeForce 8800 in SLI
WHEN WE REVIEWED the GeForce 8800, I said we'd test the GPU in an SLI configuration "as soon as we can." I will admit that I've dabbled in CPUs a little too much, and our look at GeForce 8800 SLI has been delayed. However, I also wondered in that same review: "who needs two of these things right now?" That's a pretty good question given the GeForce 8800 GTX's astounding pixel-slinging performance, and something of a de-motivator for one considering looking into GeForce 8800 SLI.
But now I have seen the light. It's wider than it is tall, modulated by a series of filters, and about 30" from corner to corner. I'm talking, of course, about Dell's 3007WFP LCD. We need not invent a reason for GeForce 8800 SLI since display makers have already invented a darn fine one. A four-megapixel monster like this one cries out for the fastest possible graphics subsystem to drive it, and the GeForce 8800 in SLI seems like a perfect match. We've had a bundle of fun testing the two together and exploring the world of uber-high-res widescreen gaming.
We've also dug a little deeper into GeForce 8800 antialiasing, to see how it compares to single- and multi-GPU antialiasing modes. Even the vaunted quad SLI makes an appearance to take on dual GeForce 8800 GTXs for extreme bragging rights supremacy. Read on to see how we put all of that power to use.
|23rd January 2007, 10:22||#2|
Join Date: May 2002
"Rainbow Six: Vegas
This game is a new addition to our test suite, notable because it's the first game we've tested based on Unreal Engine 3. This game doesn't support 2560x1600 resolution out of the box, so we used the files available here to get it working at that res. Also, the game doesn't have an SLI profile yet, but at Nvidia's suggestion, I renamed the executable to "UTGame.exe" in order to get it working with SLI."
Widescreen action shots: http://www.widescreengamingforum.com...pic.php?t=8307
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