OK, with the box open and the
card out of the plastic static bag, we can truly see that this card is large, but not a
beast after all. The overall look of the card is simple - not sporting any fancy
graphics or stickers. A large, black, aluminum heatsink spans the entire length of
the card, but it's not providing any cooling, as is apparent by its lack of contact with
any components or heatpipes. Instead, it serves as a bracket for the dual fans.
The dual fans sit over individual radiators that have a dual copper heatpipe
system going through them. Each set of heatpipes are soldered to their own
copper heatsink. The copper heatsinks are what actually cool the GPU and the RAM.
Rear View
Side View of Heatsink
Heatpipes and Heatsink
Dual Fans
On the top are two PCI-E
power connectors: one is six pin, and the other one is an eight pin. After doing some
research, you can plug in two 6pin cables from the PSU to the card. However, if you
intend to use Crossfire or overclock, then use the 8-pin connector along with the
6-pin. The back side of the card
has the remaining RAM chips, which do not have heatsinks on them. The RAM
chips used are from Qimonda and have the following specs: GDDR3 512Mb, 16Mx32,
1.0GHz, 2.0V. The card has a total of 1GB of RAM, and each GPU uses 512MB.
On the bracket portion of
the card, two DVI connections are present along with a HDTV port. Included with the ASUS
EAH3850 X2 is the software installation disk and manual, DVI to HDMI adapter,
DVI to D-Sub adapter, Crossfire bridge, PCI-E power adapter, RGB cable, and a leather CD
wallet.
Here is the GPU information
from the ATI website.
666 million
transistors on 55nm fabrication process
PCI Express 2.0 x16
bus interface5
256-bit GDDR3/GDDR4
memory interface
Ring Bus Memory
Controller
Fully distributed design with 512-bit internal ring
bus for memory reads and writes
Microsoft® DirectX®
10.1 support
Shader Model
4.1
32-bit floating point texture filtering
Indexed cube map arrays
Independent blend modes per render target
Pixel coverage sample masking
Read/write multi-sample surfaces with shaders
Gather4 texture fetching
Unified Superscalar
Shader Architecture
320
stream processing units
Dynamic load
balancing and resource allocation for vertex,
geometry, and pixel shaders
Common instruction
set and texture unit access supported for all
types of shaders
Dedicated branch
execution units and texture address processors
128-bit floating point precision for all operations