| Sapphire ATI Radeon HD3850 512MB GDDR3 PCI-E Dual DVI Graphics Card |
![]() |
|
| Product Details Sapphire ATI Radeon HD 3850 512MB GDDR3 PCI-E Dual DVI Graphics Card 666 million transistors on 55nm fabrication process PCI Express 2.0 x16 bus interface 256-bit GDDR3 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 128-bit floating point precision for all operations Command processor for reduced CPU overhead Shader instruction and constant caches Up to 80 texture fetches per clock cycle Up to 128 textures per pixel Fully associative multi-level texture cache design DXTC and 3Dc+ texture compression High resolution texture support (up to 8192 x 8192) Fully associative texture Z/stencil cache designs Double-sided hierarchical Z/stencil buffer Early Z test, Re-Z, Z Range optimization, and Fast Z Clear Lossless Z & stencil compression (up to 128:1) Lossless color compression (up to 8:1) 8 render targets (MRTs) with anti-aliasing support Physics processing support Dynamic Geometry Acceleration High performance vertex cache Programmable tessellation unit Accelerated geometry shader path for geometry amplification Memory read/write cache for improved stream output performance Anti-aliasing features Multi-sample anti-aliasing (2, 4, or 8 samples per pixel) Up to 24x Custom Filter Anti-Aliasing (CFAA) for improved quality Adaptive super-sampling and multi-sampling Temporal anti-aliasing Gamma correct Super AA (ATI CrossFire configurations only) All anti-aliasing features compatible with HDR rendering Texture filtering features 2x/4x/8x/16x high quality adaptive anisotropic filtering modes (up to 128 taps per pixel) 128-bit floating point HDR texture filtering Bicubic filtering sRGB filtering (gamma/degamma) Percentage Closer Filtering (PCF) Depth & stencil texture (DST) format support Shared exponent HDR (RGBE 9:9:9:5) texture format support OpenGL 2.0 support |