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The monsoons are here and the rains give you the perfect excuse to sit back and relax over the weekend with a movie or maybe a game you've been longing to finish. In case you don't already have a decent gaming rig and you're in the market for a new graphics card, you can be sure to find quite a few vendors trying to persuade you to purchase the new arrivals. I'm talking about NVIDIA's latest beast of a card - the GeForce GTX 280. That's right, the new monsters from the green stable are loose in the market and will tempt you with their awesome specs. But before you go out to pick one up, we've got the XFX GTX 280 'XXX' Edition with us so you can have an idea of what they are capable of.
Specifications


Here we have NVIDIA's first native 512-bit card manufactured with the 65nm process. I expected NVIDIA to shift to 55nm by now but I guess we'll have to wait a little more for that to happen. The main difference is the core, which is the new GT200. No more G92 variants, thank you very much. The new core is based on the 2nd generation of the Unified Shader Architecture, which continues to improve the ever so popular '8' and '9' series. However, the memory continues to be of the GDDR3 variety, while ATI has gone onto GDDR5, which not only needs less power but can also be clocked higher. The new beast comes with 240 stream processors (or shaders), the biggest addition to the new series. These shaders are responsible for the amazing effects in games like Crysis.
The other addition comes in the form of PhysX - a technology that enables the GPU to handle real world physics simulations; a move that was very much expected after Nvidia bought over AGEIA. Previously the CPU handled the physics and though efficient, it did stress the processor quiet a bit. The main aim of PhysX is to offload the work from the CPU onto the GPU, so not only will your graphics card be responsible for rendering those pretty pixels on the screen, it will also reserve some part of the GPU for physics simulation. The whole process will be dynamic, so if a particular scene demands more physics simulation it will automatically allocate resources for it. Once that's done, the same resources will be used for rendering. Though it sounds like a straightforward process, how it translates in reality is something we'll have to wait and watch.
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