VisionTek GeForce3 Review by Dean

August 26, 2001

Page 1: Introduction
Page 2: Specs and Key Features
Page 3: Overclocking and Test System
Page 4: Quake III and MDK2
Page 5: 3DMark2001 16-bit
Page 6: 3DMark2001 32-bit
Page 7: FSAA Performance
Page 8: Final Words

Specifications

57 million transistors
0.15 micron manufacturing process
200MHz core clock
4 pixel pipelines, 2 textures per pixel
3.2 billion AA samples per second fill rate
7.36GB/sec memory bandwidth

Key Features

nfiniteFX Engine
NVIDIA's programmable 3D graphics chip architecture which allows programmable vertex shaders and pixel shaders. Game developers can now really improve on the visual quality of games and thus produce more realistic images. These programmable shaders allows developers to use their own programmable instructions to create specialized vertex and pixel effects.

Vertex Shaders
Vertex shaders allow developers to create true-to-life images in 3D. The vertex shader acts on the vertex data and transforms it into a fully transformed and lit vertex.

Pixel Shaders
Pixel shaders alter lighting and surface effects that replace artificial and computerized looks.

Lightspeed Memory Architecture
NVIDIA's new technology in the GeForce3 which greatly improves the memory bandwidth of the video card making it perform better in games.

Crossbar Memory Architecture
The GeForce3 now uses 4 memory controllers each running at 64-bit or 32-bit DDR against the single 256-bit or 128-bit DDR pipeline of the previous video cards. The independent 64-bit memory controllers allow multiple individual access which makes it faster than the traditional 128-bit DDR memory controller.

High Resolution Anti-Aliasing
NVIDIA's new method of anti-aliasing which makes use of the multi-sampling method instead of the older super-sampling method. This new method of anti-aliasing also introduces NVIDIA's new Quincunx Anti-Aliasing.

Quincunx Anti-Aliasing
Quincunx anti-aliasing gives overall better images than 4X AA but only at a small performance hit compared to 4X AA. The visual quality of Quincunx anti-aliasing is overall better than 4X AA. It takes 2 samples from surrounding pixels in order to smooth out the surfaces of the line.

Other Features
Matrix Palette Skinning
Deformation of Surfaces
Vertex Morphing
Fisheye Lens
Large Numbers of Vertex Lights
Cube Environment Mapping
Setup for Dot-Product Bump Mapping
Layered Fog
Per-Pixel Reflection
Shiny Bumps
Multisample Rendering
Point Sprites or Particles

Same as before, the GeForce3 still has the unified driver architecture which makes it a bit more convenient than individually making a set of drivers for a specific chip only. The GeForce3 was made for DX8 but right now, there aren't that much games yet that could fully take advantage of the features of the GeForce3. While we may not really see the benefits of the card now, it's definitely gonna last longer.

Test System and Overclocking


Relax, Trudy owns j00.