Processor
Processor frequency |
850 MHz |
Memory
Graphics adapter memory type |
GDDR5 |
Memory bus |
128 bit |
Memory clock speed |
4800 MHz |
Discrete graphics adapter memory |
1 GB |
Performance
DirectX version |
11 |
OpenGL version |
3.1 |
Shader model version |
5.0 |
PhysX |
N |
TV tuner integrated |
N |
HDCP |
Y |
Other features
HDMI |
Y |
Mac compatibility |
N |
Ports & interfaces
Interface type |
PCI Express 2.0 |
DVI-I ports quantity |
1 |
DisplayPorts quantity |
1 |
HDMI ports quantity |
1 |
GV-R577SL-1GD - 1024 MB, 128 bit, GDDR5, PCI express 2.0
GIGABYTE Silent Series
- Powered by ATI Radeon HD 5770 GPU
- Integrated with 1GB / 128-bit GDDR5 video memory
- GIGABYTE Silent-Cell cooling design
- GIGABYTE Ultra Durable VGA High Quality Components
- Supports DirectX 11 and OpenGL 3.1
- ATI CrossFireX Ready
- Supports ATI Avivo HD
- Dual-link DVI-I / D-Sub (by adapter) / HDMI / Displayport.
40nm Technology
Faster clocks, double the transistor density of earlier 40 nm technology. 40nm technology helped make HD5770 series products the most advanced GPUs ever highest clocks speeds, incredible feature integration, full performance and precision all the time, and ability to take advantage of future, higher-speed memories.
Microsoft Window7
Microsoft Windows 7 is the next generation operating system that will mark a dramatic improvement in the way the OS takes advantage of the graphics processing unit (GPU) to provide a more compelling user experience. By taking advangate of the GPU for both graphics and computing, Windows 7 will not only make todays's PCs more visual and more interactive but also ensure that they have the speed and responsiveness customers want.
Shader Model 5.0
Shader Model 5.0 adds support for indexed temporaries which can be quite useful for certain tasks.Regular direct temporary access is preferable is most cases. One reason is that indexed temporaries are hard to optimize. The shader optimizer may not be able to identify optimizations across indexed accesses that could otherwise have been detected. Furthermore, indexed temporaries tend to increase register pressure a lot. An ordinary shader that contains for instance a few dozen variables will seldom consume a few dozen temporaries in the end but is likely to be optimized down to a handful depending on what the shader does. This is because the shader optimizer can easily track all variables and reuse registers. This is typically not possible for indexed temporaries, thus the register pressure of the shader may increase dramatically. This could be detrimental to performance as it reduces the hardware’s ability to hide latencies.