The Product
I am going to give a basic overview of the features provided with
the new Geforce3 GPU.
nFiniteFX Engine
The NVIDIA Infinite Effects GPU is a breakthrough in GPU technology.
It features the nFiniteFX engine, which provides the first ever
fully programmable graphics engine. This opens up a whole new realm
to developers by allowing them to design their own effects for games
instead of being restricted to a certain pre-defined set. The nFiniteFX
engine actually encompasses several key components, which I am going
to elaborate on.
Programmable Vertex Shader
First off I want to refresh everyone's memory as to what a vertex
is. As you may or may not now, graphics are basically made up of
a bunch of triangles connected together. Quoted straight out of
the dictionary, a vertex is "The point at which the sides of
an angle intersect." With that in mind a vertex shader controls
the position and look of objects (triangles) defined in games. Having
a programmable vertex shader gives designers the ability to write
their own set of instructions to dynamically change objects in games.
Best of all since the GPU is specifically engineered for graphical
equation computation; these results can be achieved with little
or no frame rate reduction.
Programmable Pixel Shader
A pixel, as I am sure most of you know, is one of the many small
dots outputted to your screen from a graphics card. When combined
together all the millions of pixels make an image. With that said,
a pixel shader provides developers with complete control over light,
shade, and color of each individual pixel. Its programmability allows
developers to create custom instructions to effect shading or lighting
on a pixel or group of pixels in a game. The pixel shader on the
GF3 can modify up to 36 pixels on each pass whereas the GF2 was
limited to 7.
LightSpeed Memory Architecture
With prior graphics card, bandwidth was the biggest drawback preventing
cards from rendering high-quality textured images. Even with the
introduction of AGP 4x, only a total of 1GB/sec of bandwidth is
available to the graphics card. While this may seem a lot, rendering
high-quality images easily consumes this bandwidth. NVIDIA has released
several technologies to help reduce this bandwidth problem: High
Order Surfaces, Crossbar Memory Controller, Lossless Z Compression,
and Visibility SubSystem: Z-Occlusion Culling.
High Order Surfaces - With traditional graphics cards,
in order to obtain a curved surface, many triangles were used to
get the fine curved edges. With High Order Surfaces however, simply
defining "control points" can create a curved surface.
This helps reduce bandwidth because with traditional graphics, hundreds
of points were required to be passed to the GPU to create a curved
surface. By use of control points, a very small and efficient formula
can be passed to the GPU to easily render the same graphics.
Crossbar Memory Controller - With traditional memory controllers
that utilize DDR memory on the board, a 128bit controller would
be used to access data from the DDR memory. When accessing the memory,
the controller would take 256bit chunks of data. While this would
be good in some scenarios, there is a lot of times where there isn't
256bits of data available to fill the space. This leaves a lot of
wasted space that could be used. The Geforce3 corrects this problem
by utilizing four separate memory controllers which access the data
in 64bit chunks, better utilizing the frame buffer bandwidth. Each
controller has full access to all memory-providing load balancing
for the system.
Lossless Z Compression - With the use of the new Lossless
Z compression, Z data is compressed in a 4:1 ratio allowing for
better utilization of the Z-buffer. The compression and decompression
of the Z data takes place in real time and causes no graphic degradation.
Visibility Subsystem: Z-Occlusion Culling- In traditional
graphics systems every pixel of a game is rendered on your screen
even though you physically can't view it do to the fact of something
in front of it. For example, a character that is standing in front
of a wall, you cannot see the portion of the wall that the character
is covering yet it is still rendered. With Z-Occlusion the GPU uses
a technology, which attempts to determine if a pixel is viewable
by the user. If it determines that it is not, it does not display
it. This reduces overall bandwidth greatly.
High Resolution Antialiasing
Antialiasing is the concept of reducing what are commonly known
as "jaggies" in graphics. For example if antialiasing
is disabled the edges of objects will appear jagged instead of being
smooth as they should be. In previous graphic systems, high-resolution
antialiasing caused a high reduction in frame rates making most
games unplayable at higher sampling rates. With NVIDIA new QuinCunx
technology however, high resolution antialiasing is now available
at a fraction of the frame rate cost as with previous graphics cards.
Quincunx technology offers sampling comparable to that of 4x modes
on previous graphic cards with only a 2x hit in performance.
The Visiontek GF3 comes in a very nice looking box and includes
a CD with the drivers on it. The Visiontek GF3 also features TV-out.
Testing
For testing out the GF3 I used several games and applications: 3DMark
2001, Aquanox, Quake3 Arena,
and Vulpine GLMark.
For a comparison, I used the Geforce2 Ultra.
Other Notes:
Quincunx with the Geforce3 is equal to that of 4x AA on the Geforce2.
System Specs:
1Ghz PIII
128MB PC133 SDRAM
Maxtor 80GB 1394 External Storage
Maxtor 60GB 7200RPM HD
Belkin 1394 PCI Adatper
Adaptec Fireconnect 4300
Netgear 10X PCI Adapter Card
3COM 10/100 PCI Network Card
DirectX 8.0a
NVIDIA 12.0 Drivers for both the Geforce2 Ultra and Geforce3
First off I want to show two closeup shots, one with the Geforce2
at 4x antialiasing and the other with the Geforce3 with Quincunx
enabled. From the screenshots, you should be able to see that the
QuinCunx actually does a better job at antialiasing then 4x with
the Geforce2

Quake3 Arena
Notes:
High - Uses the built in High Quality pre-defined setting
and only modifies the resolution.
Custom - Maxes out all the graphics settings and uses vertex
lighting
(Demo1 High)

(Demo2 High)

(Demo1 Custom)

(Demo2 Custom)
Vulpine GLMark
GLMark Note: 1600x1200x16 did not render properly on the Geforce2
Ultra

AquaNox
Note: Pixel shading was disabled for the Geforce2 since it does
not support it.

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