I have noticed there is an incredible dearth of information regarding the 6800NU SLI configuration since the launch of SLI. AFAIK, the only online review would be Firing Squad's excellent article here.
For those unfamiliar with the PCIE 6800NU, it's a 12 pipeline, 5 vertex processor card that is PCIE native- the nV41 chip at 325MHz. It sports 256MB of 600MHz effective DDR1 RAM, as well as the second generation video processor with WMV9 decode acceleration. I think this card is not soft-moddable, will check on that later.
I've been having a lot of fun using and benchmarking my 6600GT SLI rig, so when I saw a couple Leadtek 6800NU refurbs on newegg the other night for $239/each, I jumped. (note: Kudos neweggg. Both cards arrived full retail pack and seem to work flawlessly. My first "refurb" experience with them definitely positive)
I'll get more games up in the next week or so, but I wanted to share my initial impressions.
I played 45 minutes of Half Life 2 at 16X12, 4X8X, found it very smooth and responsive. I agree with H on this one, SLI just feels more fluid.
I did some benching, all ran smooth and without a hitch.
System:
A64 3800+/Asus A8N SLI/ 1GB Geil PC3500/2 Leadtek 6800 256MB/SB Audigy 2
Drivers: 71.80, High Quality
Doom3
12X10 4X8X = 57fps
12X10 4X8X=77fps
16X12 2X8X=61fps
16X12 4X8X=42fps
Half Life 2
12X9 4X8X, all "High"
at_c17_12=58fps
at_canals_ 08=88fps
at_coast_05=91fps
at_prison_05=90fps
16X12 4X8X, all "High"
at_c17_12=53fps
at_canals_ 08=76fps
at_coast_05=85fps
at_prison_05=70fps
3Mark2003
14275
3DMark 2005
6761
Far Cry Maximum Details
10X7 4X8X
Regulator=57fps
Research=91fps
Training=63fps
Volcano=91fps
12X10 4X8X
Regulator=44fps
Research=66fps
Training=50fps
Volcano=65fps
16X12 4X8X
Regulator=34fps
Research=50fps
Training=39fps
Volcano=49fps
Painkiller
16X12 4X8X =67fps
19X14 0X0X= 66fps
Half Life2/High Res
19X14 0X0X
at_c17_12=56fps
at_canals_ 08=77fps
at_coast_12=76fps
Far Cry/High Res
19X14 0X0X
Unplayable, very sluggish. Didn't bench, unusable. Far Cry uses the SplitFrameRendering method of SLI, which doesn't get as large of a performance boost as the Alternate Frame Rendering method, which I think explains the difference.
For those unfamiliar with the PCIE 6800NU, it's a 12 pipeline, 5 vertex processor card that is PCIE native- the nV41 chip at 325MHz. It sports 256MB of 600MHz effective DDR1 RAM, as well as the second generation video processor with WMV9 decode acceleration. I think this card is not soft-moddable, will check on that later.
I've been having a lot of fun using and benchmarking my 6600GT SLI rig, so when I saw a couple Leadtek 6800NU refurbs on newegg the other night for $239/each, I jumped. (note: Kudos neweggg. Both cards arrived full retail pack and seem to work flawlessly. My first "refurb" experience with them definitely positive)
I'll get more games up in the next week or so, but I wanted to share my initial impressions.
I played 45 minutes of Half Life 2 at 16X12, 4X8X, found it very smooth and responsive. I agree with H on this one, SLI just feels more fluid.
I did some benching, all ran smooth and without a hitch.
System:
A64 3800+/Asus A8N SLI/ 1GB Geil PC3500/2 Leadtek 6800 256MB/SB Audigy 2
Drivers: 71.80, High Quality
Doom3
12X10 4X8X = 57fps
12X10 4X8X=77fps
16X12 2X8X=61fps
16X12 4X8X=42fps
Half Life 2
12X9 4X8X, all "High"
at_c17_12=58fps
at_canals_ 08=88fps
at_coast_05=91fps
at_prison_05=90fps
16X12 4X8X, all "High"
at_c17_12=53fps
at_canals_ 08=76fps
at_coast_05=85fps
at_prison_05=70fps
3Mark2003
14275
3DMark 2005
6761
Far Cry Maximum Details
10X7 4X8X
Regulator=57fps
Research=91fps
Training=63fps
Volcano=91fps
12X10 4X8X
Regulator=44fps
Research=66fps
Training=50fps
Volcano=65fps
16X12 4X8X
Regulator=34fps
Research=50fps
Training=39fps
Volcano=49fps
Painkiller
16X12 4X8X =67fps
19X14 0X0X= 66fps
Half Life2/High Res
19X14 0X0X
at_c17_12=56fps
at_canals_ 08=77fps
at_coast_12=76fps
Far Cry/High Res
19X14 0X0X
Unplayable, very sluggish. Didn't bench, unusable. Far Cry uses the SplitFrameRendering method of SLI, which doesn't get as large of a performance boost as the Alternate Frame Rendering method, which I think explains the difference.