Eyefinity

Somewhere around 2006 - 2007 ATI was working on the overall specifications for what would eventually turn into the RV870 GPU. These GPUs are designed by combining the views of ATI's engineers with the demands of the developers, end-users and OEMs. In the case of Eyefinity, the initial demand came directly from the OEMs.

ATI was working on the mobile version of its RV870 architecture and realized that it had a number of DisplayPort (DP) outputs at the request of OEMs. The OEMs wanted up to six DP outputs from the GPU, but with only two active at a time. The six came from two for internal panel use (if an OEM wanted to do a dual-monitor notebook, which has happened since), two for external outputs (one DP and one DVI/VGA/HDMI for example), and two for passing through to a docking station. Again, only two had to be active at once so the GPU only had six sets of DP lanes but the display engines to drive two simultaneously.

ATI looked at the effort required to enable all six outputs at the same time and made it so, thus the RV870 GPU can output to a maximum of six displays at the same time. Not all cards support this as you first need to have the requisite number of display outputs on the card itself. The standard Radeon HD 5870 can drive three outputs simultaneously: any combination of the DVI and HDMI ports for up to 2 monitors, and a DisplayPort output independent of DVI/HDMI. Later this year you'll see a version of the card with six mini-DisplayPort outputs for driving six monitors.

It's not just hardware, there's a software component as well. The Radeon HD 5000 series driver allows you to combine all of these display outputs into one single large surface, visible to Windows and your games as a single display with tremendous resolution.

I set up a group of three Dell 24" displays (U2410s). This isn't exactly what Eyefinity was designed for since each display costs $600, but the point is that you could group three $200 1920 x 1080 panels together and potentially have a more immersive gaming experience (for less money) than a single 30" panel.

For our Eyefinity tests I chose to use every single type of output on the card, that's one DVI, one HDMI and one DisplayPort:

With all three outputs connected, Windows defaults to cloning the display across all monitors. Going into ATI's Catalyst Control Center lets you configure your Eyefinity groups:

With three displays connected I could create a single 1x3 or 3x1 arrangement of displays. I also had the ability to rotate the displays first so they were in portrait mode.

You can create smaller groups, although the ability to do so disappeared after I created my first Eyefinity setup (even after deleting it and trying to recreate it). Once you've selected the type of Eyefinity display you'd like to create, the driver will make a guess as to the arrangement of your panels.

If it guessed correctly, just click Yes and you're good to go. Otherwise ATI has a handy way of determining the location of your monitors:

With the software side taken care of, you now have a Single Large Surface as ATI likes to call it. The display appears as one contiguous panel with a ridiculous resolution to the OS and all applications/games:


Three 24" panels in a row give us 5760 x 1200

The screenshot above should clue you into the first problem with an Eyefinity setup: aspect ratio. While the Windows desktop simply expands to provide you with more screen real estate, some games may not increase how much you can see - they may just stretch the viewport to fill all of the horizontal resolution. The resolution is correctly listed in Batman Arkham Asylum, but the aspect ratio is not (5760:1200 !~ 16:9). In these situations my Eyefinity setup made me feel downright sick; the weird stretching of characters as they moved towards the outer edges of my vision left me feeling ill.


Dispite Oblivion's support for ultra wide aspect ratio gaming, by default the game stretches to occupy all horizontal resolution

Other games have their own quirks. Resident Evil 5 correctly identified the resolution but appeared to maintain a 16:9 aspect ratio without stretching. In other words, while my display was only 1200 pixels high, the game rendered as if it were 3240 pixels high and only fit what it could onto my screens. This resulted in unusable menus and a game that wasn't actually playable once you got into it.

Games with pre-rendered cutscenes generally don't mesh well with Eyefinity either. In fact, anything that's not rendered on the fly tends to only occupy the middle portion of the screens. Game menus are a perfect example of this:

There are other issues with Eyefinity that go beyond just properly taking advantage of the resolution. While the three-monitor setup pictured above is great for games, it's not ideal in Windows. You'd want your main screen to be the one in the center, however since it's a single large display your start menu would actually appear on the leftmost panel. The same applies to games that have a HUD located in the lower left or lower right corners of the display. In Oblivion your health, magic and endurance bars all appear in the lower left, which in the case above means that the far left corner of the left panel is where you have to look for your vitals. Given that each panel is nearly two feet wide, that's a pretty far distance to look.

The biggest issue that everyone worried about was bezel thickness hurting the experience. To be honest, bezel thickness was only an issue for me when I oriented the monitors in portrait mode. Sitting close to an array of wide enough panels, the bezel thickness isn't that big of a deal. Which brings me to the next point: immersion.

The game that sold me on Eyefinity was actually one that I don't play: World of Warcraft. The game handled the ultra wide resolution perfectly, it didn't stretch any content, it just expanded my viewport. With the left and right displays tilted inwards slightly, WoW was more immersive. It's not so much that I could see what was going on around me, but that whenever I moved forward I I had the game world in more of my peripheral vision than I usually do. Running through a field felt more like running through a field, since there was more field in my vision. It's the only example where I actually felt like this was the first step towards the holy grail of creating the Holodeck. The effect was pretty impressive, although costly given that I only really attained it in a single game.

Before using Eyefinity for myself I thought I would hate the bezel thickness of the Dell U2410 monitors and I felt that the experience wouldn't be any more engaging. I was wrong on both counts, but I was also wrong to assume that all games would just work perfectly. Out of the four that I tried, only WoW worked flawlessly - the rest either had issues rendering at the unusually wide resolution or simply stretched the content and didn't give me as much additional viewspace to really make the feature useful. Will this all change given that in six months ATI's entire graphics lineup will support three displays? I'd say that's more than likely. The last company to attempt something similar was Matrox and it unfortunately didn't have the graphics horsepower to back it up.

The Radeon HD 5870 itself is fast enough to render many games at 5760 x 1200 even at full detail settings. I managed 48 fps in World of Warcraft and a staggering 66 fps in Batman Arkham Asylum without AA enabled. It's absolutely playable.

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  • ilnot1 - Wednesday, September 23, 2009 - link

    In fact, going by the lowest Newegg prices, this is how the top setups would stack up today:

    5870 CF .......= $760
    GTX 285 SLI .= $592
    GTX 295 .......= $470
    GTX 275 SLI .= $420
    5870 ............= $380
    4890 CF ........= $360
    4870 X2 ........= $330

    This would make the 4890 CF or the 275 SLI setups the best value. And yes I realize there will be availability issues and price adjustments over the next month or so.
  • DominionSeraph - Thursday, September 24, 2009 - link

    you forgot:

    4870 CF: $260-280

    and how about the $180 4850 CF, which is probably the best price/performance for sub-1920x1200 gaming. http://www.anandtech.com/video/showdoc.aspx?i=3517...">http://www.anandtech.com/video/showdoc.aspx?i=3517... You can even get 1GB versions for ~$190.
  • ilnot1 - Wednesday, September 23, 2009 - link

    Another very good review, thanks.

    But piggy backing on what wicko said, I'm surprised you didn't include two 4890 in CF. Seeing as how you can get two 4890 for less than a 5870 (whenever they are actually available). $180 x 2 = $360 < $379. And this from Newegg, not some super special sale price.

    http://www.newegg.com/Product/Product.aspx?Item=N8...">http://www.newegg.com/Product/Product.aspx?Item=N8...
  • Ryan Smith - Wednesday, September 23, 2009 - link

    It's something we would have included if we had the cards. I don't have 2 4890s, and we couldn't get a second one in time.
  • AnotherGuy - Wednesday, September 23, 2009 - link

    as always anandtech rox
  • nbjsl2000 - Wednesday, September 23, 2009 - link

    Finally time to upgrade..
  • SiliconDoc - Wednesday, September 23, 2009 - link

    Not only all that, but when there were 13 big titles for PhysX and a hundred smaller ones, we were told here, "Meh", who needs it.
    Now, we have a papery and unavailable (egg)except by pre-order(tiger) 5870 launch, a not-existing 5850, with guess what ? NO DX11 games!
    Oh wait, there is actually just ONE - see page 7 of review. LOL
    ---
    Conclusion ?: " It looks like NO(err.. just one) DX11 games ready, so... it also looks like NVidia is launching at the right time, and ATI blew their dry unimpressive wad on a piece of paper porn. "
    ---
    Gee no one crowing about the first DX11 card... imagine that...

    Good thing , too, considering how 13 big or a hundred titles small of PhysX enhanced games was "nothing to change one's purchase decision over". At least Anand got addicted to Mirror's Edge with PhysX enabled before concluding in the article "meh" this PhysX thing is ok if you like this game, but who cares...
    ---
    Now we have the DX11 pre DX11 games launch with a paper product, so crowing about it wouldn't be too fitting, huh.

  • monomer - Wednesday, September 23, 2009 - link

    Why would a developer would release a DX11 game before DX11 is even available?
  • SiliconDoc - Friday, September 25, 2009 - link

    Why would a developer release a DX11 card before DX11 is even available ?
    (I suppose you'll have to unscrew your hate nvidia foil cap, and grind in the red spikes in it's place to answer that one.)
    However, allow me, instead.
    1.I have been running windows 7 32&64 for quite some time now, not sure why you haven't been.
    2. Battleforge, an ATI promo game, as noted in the review, has released their DX11 patch, hence, with W7 from MSFT (the beta+ free trial good till March 1st 2010 or something like that) I believe any gamer has had a reasonable chance to preview DX11.
    ---
    So anyway...
  • cactusdog - Friday, September 25, 2009 - link

    Ya , ATI has done it again. Excellent performance for a fair price. If Nvidia released this exact card it would be $150-$200 more expensive.
    LOL, Nvidia sales are gonna be slow for a while.

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