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| <h1 align="center"><img border="0" src="pics/geforce2.gif" width="300" height="75"></h1> | |
| <h1 align="center"><span style="mso-ansi-language:EN-GB"><font face="Arial"><b style="mso-bidi-font-weight:normal">GeForce | |
| 2 GTS Preview<br> | |
| </b><b style="mso-bidi-font-weight: normal; mso-ansi-language: EN-GB"><font size="1">By | |
| Björn Tidal and Scott Sherman</font><font size="2"><br> | |
| </font><font size="1">Updated 26 April 2000</font></b><b style="mso-bidi-font-weight:normal"><o:p> | |
| </o:p> | |
| </b></font></span></h1> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial"><b style="mso-bidi-font-weight: normal; mso-ansi-language: EN-GB"><font size="4"><a name="Intro"></a>Introduction</font></b><b style="mso-bidi-font-weight:normal"><o:p> | |
| </o:p> | |
| </b></font></span><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></b></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">In | |
| 1996 something big happened in games. A company called 3dfx | |
| released a new type of add-on card called the Voodoo1. No one who | |
| is serious about gaming can forget the sensation as you looked at | |
| the first 3D accelerated screenshots from Tombraider. Sure, we had | |
| seen a few types of 3D accelerators before that but neither the | |
| Creative 3D VL Blaster nor the Diamond Edge was a success as they | |
| were before their time. The Voodoo1 on the other hand offered | |
| something completely new. Gaming at high (!) framerates (you could | |
| actually go over 25 fps in some games) and new standards in | |
| image-quality was finally here. Right after the launch of the | |
| Voodoo1 came the first Rendition card, the V1000 that had even | |
| better image quality even though it sometimes lagged a bit behind | |
| in performance. <o:p> | |
| </o:p> | |
| </font><font face="Arial"> <o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">I | |
| would call this the golden age of 3D accelerators. Everything was | |
| new and exciting. Games with 3D support were rare. After this | |
| golden age things went downhill. New cards came but the main focus | |
| were speed. Framerate is king became the battle-cry as new | |
| chips entered the arena. Suddenly you couldnt play a game if | |
| you didnt have a framerate of 60 fps. Things became boring for | |
| this writer.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">It | |
| all changed last autumn. More specifically when NVidia released | |
| their GeForce chip. The GeForce was the first in a new breed of | |
| cards. Instead of just concentrating on framerates and fillrate | |
| NVidia decided to take a stab at hardware T&L. NVidia must | |
| have know then that the games using the hardware T&L support | |
| wouldnt have time to come out during the brief 6 month life of | |
| the GeForce. However NVidia was in a chicken/egg situation. | |
| Developers wouldnt start to support HW T&L in their games | |
| unless there were hardware support. NVidia therefore deserves some | |
| applauds for putting themselves into the frontline. <o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">One | |
| big reason (not forgetting it is a great chipset!) the GeForce | |
| went to become the best card in the market of course is because of | |
| 3dfxs delays. The V4/5 was supposed to go up against the | |
| GeForce and judging from the first previews, it would have made a | |
| good competitor to the GeForce. But alas, we all know what | |
| happened. Delays delays delays.<span style="mso-spacerun: yes"> | |
| </span><o:p> | |
| </o:p> | |
| <o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">On | |
| the 21 April Scott visited NVidia for an introduction on their | |
| latest product the GeForce 2 GTS. Scott also received a | |
| reference board for testing and this preview will include some | |
| preliminary benchmarks. More extensive testing will be done and | |
| the scores added during the coming weeks.<o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal" align="center"><span style="mso-ansi-language:EN-GB"><font face="Arial"> <img border="0" src="pics/geforce2.gif" width="300" height="75"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial"><b style="mso-bidi-font-weight: normal; mso-ansi-language: EN-GB"><font size="4"><a name="GeForce2GTS"></a>The | |
| GeForce 2 GTS</font></b><b style="mso-bidi-font-weight:normal"><o:p> | |
| </o:p> | |
| </b></font><b style="mso-bidi-font-weight:normal"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></b></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">One | |
| thing NVidia stressed at the event was that the GeForce 2 GTS (which | |
| I probably will call GF2 in the rest of the preview) is | |
| not just a die-shrinked GeForce. Its a bigger step between | |
| the GeForce and the GeForce 2 GTS than it is between the TNT and | |
| the TNT2. This means that NVidia actually have deviated to their | |
| normal plan of operations which so far has meant that they release | |
| a refresh every 6 month of their products. <o:p>This is NOT just a | |
| refresh of the GeForce. | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">GTS | |
| in GeForce 2 GTS stands for <b style="mso-bidi-font-weight:normal">GigaTexelShader</b>. | |
| We will explain this a bit further down in this preview. <o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Lets | |
| look at the specs of this baby:<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">.<b style="mso-bidi-font-weight: | |
| normal">18 micron design </b> The die-shrink (the GeForce used .22 micron)<span style="mso-spacerun: yes"> | |
| </span>allows the GeForce 2 GTS to run at a core speed of <b style="mso-bidi-font-weight:normal">200 | |
| MHz</b>. Not bad at all. The memory that is used is <b style="mso-bidi-font-weight:normal">333 | |
| MHz DDR-Ram</b> (ok, I know its actually 166 MHz). No SDRAM | |
| versions will be offered. Considering that the GeForce itself | |
| already was limited when using SDRAM this shouldnt' come as a | |
| surprise.<o:p> | |
| </o:p>The issue regarding memory bandwidth still remains even | |
| though NVidia says the bandwidth now is 5.3+ GB/s.</font></span></p> | |
| <p class="MsoNormal"><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial">8 | |
| Texels per clock</font></span></b><font face="Arial"><span style="mso-ansi-language:EN-GB"> | |
| The "old" GeForce had a QuadPipe rendering engine | |
| which could render four pixels per clock with one texture each. At | |
| 120 Mhz this gave a </span><span style="mso-ansi-language: EN-GB">fillrate | |
| of 480 Mpps fillrate and 480 MTexels/s. The GeForce 2 GTS though | |
| has something NVidia's marketing guys has called HyperTexel | |
| pipelines. In fact- it has 4 of them. Each of these pipelines can | |
| process one 32-bit pixel per clock for a total of four pixels per | |
| clock. Each of the pipelines also can draw 2 textures on each | |
| pixel in one pass. This means that at 200 MHz we get a fillrate of | |
| </span><span style="mso-ansi-language:EN-GB"> | |
| <b style="mso-bidi-font-weight:normal">1.6 | |
| GigaTexels/second</b> or <b style="mso-bidi-font-weight:normal">800 | |
| MPixels/Second</b></span></font>. <span style="mso-ansi-language:EN-GB"><font face="Arial"></o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Improved | |
| T&L</font></span></b><font face="Arial"><span style="mso-ansi-language:EN-GB"> | |
| It would be strange if NVidia didnt try to improve the | |
| T&L engine also. Well, dont worry. The GF2 now can reach up | |
| to 25 Million Polygons/sec compared to the GeForce which could do | |
| 15 Mill Pol./sec. Before any of you besserwissers out there start | |
| to object we all know that this is theoretical. The GTS also | |
| can do 8 hardware light per Traingle (not per scene). | |
| </span></font></p> | |
| <p class="MsoNormal"><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Full | |
| hardware FSAA</font></span></b><font face="Arial"><span style="mso-ansi-language:EN-GB"> | |
| Yep. You eyes are seeing correctly. The main feature 3dfx is | |
| touting is now available on the GF2. You will be able to select | |
| from 2x up to 16x FSAA. I will talk about FSAA a bit later in this | |
| preview though as things arent exactly as they seem.<o:p> | |
| </o:p> | |
| </span></font><span style="mso-ansi-language:EN-GB"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Texel | |
| Shader </font></span></b><font face="Arial"><span style="mso-ansi-language: | |
| EN-GB"> Not wanting to just enhance the features in the GeForce the GF2 also | |
| has some cool new stuff. One is the NVidia Shading Rasterizer | |
| (NSR). This gives the GPU 7 Pixel operations in a single pass on | |
| each of 4 Pixel pipes.<span style="mso-spacerun: yes"> </span><o:p> | |
| </o:p> | |
| </span></font><span style="mso-ansi-language:EN-GB"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial"><!--[if gte vml 1]><v:shapetype | |
| id="_x0000_t75" coordsize="21600,21600" o:spt="75" o:preferrelative="t" | |
| path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f"> | |
| <v:stroke joinstyle="miter"/> | |
| <v:formulas> | |
| <v:f eqn="if lineDrawn pixelLineWidth 0"/> | |
| <v:f eqn="sum @0 1 0"/> | |
| <v:f eqn="sum 0 0 @1"/> | |
| <v:f eqn="prod @2 1 2"/> | |
| <v:f eqn="prod @3 21600 pixelWidth"/> | |
| <v:f eqn="prod @3 21600 pixelHeight"/> | |
| <v:f eqn="sum @0 0 1"/> | |
| <v:f eqn="prod @6 1 2"/> | |
| <v:f eqn="prod @7 21600 pixelWidth"/> | |
| <v:f eqn="sum @8 21600 0"/> | |
| <v:f eqn="prod @7 21600 pixelHeight"/> | |
| <v:f eqn="sum @10 21600 0"/> | |
| </v:formulas> | |
| <v:path o:extrusionok="f" gradientshapeok="t" o:connecttype="rect"/> | |
| <o:lock v:ext="edit" aspectratio="t"/> | |
| </v:shapetype><v:shape id="_x0000_i1026" type="#_x0000_t75" style='width:453pt; | |
| height:226.5pt'> | |
| <v:imagedata src="pics/index21.gif" o:title=""/> | |
| </v:shape><![endif]--> | |
| <img width="604" height="302" src="pics/index21.gif" v:shapes="_x0000_i1026"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><font face="Arial">Most of these operations | |
| are common but the ones that caught my eye were the per-pixel | |
| lightning, per-pixel bumpmapping and per-pixel diffuse lightning. | |
| I will gladly admit that I'm out of my deepths here so I won't try | |
| to describe what everything is. NVidia will most certainly have | |
| some white-paper up when you read this talking about this. The | |
| cool thing is of course that a developer can perform these 7 | |
| operations in one pass. Of course this is something that must be | |
| coded but let's hope the developers catch on and start taking | |
| advantage of it. </font><span style="mso-ansi-language:EN-GB"><font face="Arial">NVidia though seems confident they will | |
| be able to get support and did show us some demos and screenshots | |
| from upcoming games. They also (as expected ;) had some quotes | |
| from developers talking how good this feature is. Lets hope the | |
| content arrives soon.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Texture | |
| compression </font></span></b><font face="Arial"><span style="mso-ansi-language:EN-GB"> | |
| The GF 2 has full support for texture compression both in D3D and | |
| OpenGL via DXTC and S3TC (from the license agreement with S3). | |
| This is an important feature due to memory bandwidth limitations. <o:p> | |
| </o:p> | |
| </span></font><span style="mso-ansi-language:EN-GB"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Cool | |
| video features </font></span></b><font face="Arial"><span style="mso-ansi-language:EN-GB">The | |
| GF2 has full HDVP processor for video and DVD with Video bandwidth | |
| of 150MB/s (compared to 25 Mb/s for the GeForce). The GF2 also | |
| supports Timshifting and Digital VCR.<o:p> | |
| </o:p> | |
| </span></font><span style="mso-ansi-language:EN-GB"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">According | |
| to NVidia we will see boards as soon as a few days into May on | |
| store shelves. The prices we have received lies around 350$ for a | |
| 32 Mb card and up to 450$ for a 64 Mb card. <o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| | |
| </font></span></p> | |
| <p class="MsoNormal"><font face="Arial"><span style="mso-ansi-language: EN-GB">Te | |
| GeForce 2 of course still has a digital output for LCD screens. | |
| This time it supports a resolution up to 1280x1024 which should be | |
| enough for *most* people. I know I have read about screens with | |
| higher res. somewhere but I guess for the average Joe this is | |
| enough support. </span></font><span style="mso-ansi-language:EN-GB"><font face="Arial"></o:p> | |
| </font></span></p> | |
| <h2><font face="Arial" size="4"><a name="FSAA"></a>FSAA</font><b style="mso-bidi-font-weight:normal"><span style="mso-ansi-language:EN-GB"><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></b></h2> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">Before | |
| we move to the benchmarks I would like to take some time talking | |
| about FSAA (Full Screen Anti Aliasing).<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">NVidia | |
| and 3dfx has decided to go separate ways. While 3dfx decided that | |
| FSAA was the most important feature NVidia decided that adding | |
| hardware T&L was the most important feature. Very carelessly | |
| spoken you can say that 3dfx went with removing some details | |
| while NVidia decided to add more details.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">So | |
| which was is the correct one? And doesnt the GeForce 2 GTS | |
| actually support FSAA which makes this whole discussion moot? | |
| Well, not exactly.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">First | |
| of all why would we want to have FSAA? Those of us who has | |
| used the Rendition cards actually have some experience with AA, | |
| even though I think it was edge-AA and not FSAA. In Vquake we | |
| could turn on different levels of AA and it did look good. The | |
| star performance though is in Indycar Racing where all the | |
| jaggies disappeared.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal" align="center" style="text-align:center"><span style="mso-ansi-language:EN-GB"><font face="Arial"><!--[if gte vml 1]><v:shape id="_x0000_i1025" | |
| type="#_x0000_t75" style='width:406.5pt;height:127.5pt'> | |
| <v:imagedata src="pics/index22.gif" o:title=""/> | |
| </v:shape><![endif]--> | |
| <img width="542" height="170" src="pics/index22.gif" v:shapes="_x0000_i1025"><o:p> | |
| </o:p> | |
| <o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">This | |
| is just an example pic. The triangle on the left is not AAed | |
| while the one to the right is.<span style="mso-spacerun: yes"> | |
| </span>The idea with FSAA is to remove artefacts and to make the | |
| image look better and more real. While a game like | |
| Quake 3 not might be the best game to use it in I know that | |
| flight-sim buffs and those who love car racing games especially | |
| look forward to FSAA. One big reason is that FSAA can help | |
| removing those annoying shimmering effects you get when you | |
| have faint lines who disappear and appear since they are only 1 | |
| pixel wide. With FSAA they will stay present on the screen all the | |
| time-<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">The | |
| biggest problem with FSAA if the simple fact that it needs a lot | |
| of fillrate. A lot(!). I expect to be corrected if Im wrong | |
| here but AFAIK you will half the fillrate at 2x FSAA and divide it | |
| in 4 when using 4x FSAA. Some nasty rumours suggest that 3dfx | |
| needed something to use the huge fillrate of the V5 and therefore | |
| added FSAA. Regardless of | |
| the reason they incorporated FSAA in the V5s and this is the | |
| main feature of the V5. <o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">NVidia | |
| instead went on a different route. Instead of removing artefacts | |
| and blur the image (I use blur in a positive sense since the | |
| final result is intended to make it look better and not just | |
| blurrier) they decided to give the developers the chance to add | |
| more details to their games by supporting Transform&Lightning | |
| in hardware and thus allowing developers to use more polygons. | |
| This actually can add to the aliasing on an image but NVidias | |
| philosphofy is that its better to add details than remove it.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| </o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">NVidia | |
| actually does support FSAA in the GF2. However its important to | |
| realize that the way NVidia employs FSAA is a bit different than | |
| 3dfx does. The 3dfx way is a bit better and gives a bit better | |
| quality than the NVidia way. If it is enough quality difference | |
| still needs to be answered.<o:p> | |
| </o:p> | |
| </font><font face="Arial"><o:p> | |
| | |
| </font></span></p> | |
| <p class="MsoNormal"><font face="Arial"><span style="mso-ansi-language: EN-GB">It's | |
| actually a little strange situation - for the first time 3dfx is | |
| pushing image quality over framerate while NVidia are pushing | |
| framerates. </span></font><span style="mso-ansi-language:EN-GB"><font face="Arial"></o:p> | |
| </font></span></p> | |
| <p class="MsoNormal"><span style="mso-ansi-language:EN-GB"><font face="Arial">I | |
| asked Scott to turn on FSAA in some of the games he played and | |
| tell me what he thought. One of the games he tried was Falcon 4 | |
| a flight-sim that should benefit from FSAA. In Scotts case | |
| though he clearly preferred to turn up the resolution a lot | |
| instead of turning the resolution down and turning on FSAA.<span style="mso-spacerun: yes"> | |
| </span>I get the impression that it really depends on the person | |
| when it comes to preferring turning up the resolution or using | |
| FSAA.<span style="mso-spacerun: yes"> </span>Since its | |
| beta drivers yet we want to leave FSAA until we get final drivers | |
| before we discuss quality. There might even be a possibility that | |
| it isn't working properly yet on Scott's machine so we don't want | |
| to draw any conclusions on this yet.</font></span></p> | |
| <span style="font-size: 12.0pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: Times New Roman; mso-bidi-font-family: Times New Roman; mso-ansi-language: EN-GB; mso-fareast-language: EN-US; mso-bidi-language: AR-SA"><font face="Arial">One | |
| final<span style="mso-spacerun: yes"> </span>note the | |
| impression Scott got was that NVidia actually isnt interested | |
| to push FSAA. They are more interested in pushing their hardware | |
| T&L support and to be honest and this is pure speculation | |
| from my part I think that adding the FSAA support was done | |
| more as a response to 3dfxs push for FSAA.</font></span> | |
| <p class="MsoNormal" align="center"><font size="4" face="Arial"><a href="index2.shtml">Okidoki | |
| - on to the benchmarks</a></font> | |
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