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`GeForce 3 * Eurogamer.net
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`Review - the long-awaited GeForce 3 is almost upon us, and Mugwum hastaken a look at what will be one of
`the first cards to hit store shelves
`
`e Sharethis:
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`By Tom Bramwell Published 01/05/2001 Version tested PC
`
`- NVIDIA and ELSAPrice - £349.99
`
`New horizons
`
`
`
`Coming up with waysto reinvent the graphics card market is something NVIDIA pride themselves on. Ever
`since the TNT2really started giving 3Dfx (big 'D') a run for its money many moonsago, they've been on the up
`with every new release. The GeForce 256, the GeForce 2 GTS - even the humble GeForce 2 MX broke down
`barriers in the budget graphics card market. Now they are poised to do the same thing again, thanks to the many
`charmsof the new GeForce3, the first graphics card to boast a programmable processing unit, improvedanti-
`aliasing support and a million and one other buzzword features. This is arguably the most complicated product
`ever reviewed on these pages. Forstarters, the GeForce 3 is made up of 57 million transistors, manufactured on
`a new 0.15-micron process that helps to lower power consumption and enable higher clockrates. It shares a few
`commoncharacteristics with the GeForce 2 - most notably its four pixel pipelines that can apply two
`simultaneous textures per pixel. The actual clock speed of the chip varies depending on the boardreseller, but
`our ELSA Gladiac 920 uses a 200MHzclock speed with 4830MHz DDR memory, very similar to the GeForce 2
`Ultra. That, however, is wherethe trickle of similarities runs dry. In this review we will obviously be
`demonstrating the abilities of the GeForce 3 as present on ourtest card, but thanks to a lot of technical NVIDIA
`documentation andthe patience ofits press spokespeople, we're able to bring you a fairly decent explanation of
`why the GeForce 3 is so new and improved,as well as what it can do with current games and applications.
`
`Vertex Shader
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`The first big difference of note is the so-called Vertex Shader, which you will recall from our preview makes up
`one half of the named features in NVIDIA's "nfiniteFX Engine". The Vertex Shaderis the real workhorse of the
`GeForce3, executing within the GPU special programs for each vertex of an object or a complete frame. If
`you're wondering whata vertex actually is, think of the fairly logical way 3D scenes appear in, say, Quake III
`Arena. Everything is madeup oftiny triangles, and vertices are the corners of those triangles. Each vertex
`carries data aboutits position within the scene, colour, texture coordinates and variousother pieces of
`information. All of this is pumped into and out of the GeForce 3's GPU, where the Vertex Shader doesits work.
`Unlike previous GPUs, which weren't capable of meddling with vertex information before the 3D-pipeline
`applies Transform & Lighting calculations, the GeForce 3 actually allows programmersto alter the information
`contained within the vertices. Although a fairly simple step, it is one that opens countless doors to new
`technological breakthroughs. The Vertex Shader allows developers to take advantageofall sorts of visual effects
`that will usher in the "photo-realistic" gaming age. Take for example layered fog. Because fog data is stored in
`vertices, like so much ofthe data that has previously forced developers down narrow visual avenues,it can be
`manipulated to determine the intensity of the fog in various places. Now think about what else can be fiddled
`using the Vertex Shader. How about per pixel bump mapping,reflection and refraction to name but a few? And
`the effects that can be produced by the Shaderare, as Steve Jobs put it at MacWorld, amazing. Motion blur and
`more human-like movementare barely the start of it. Technically speaking, only 128 instructions can be actioned
`per program within the vertex shader (hardly "nfinite"), but the changesare certainly enoughto revolutionize the
`way developers deal with this sort of information. This is one reason whya lot of people are very excited about
`the Xbox, which will have an updated GeForce 3 GPUbuilt into it from the get go.
`
`Pixel Shader
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`The Pixel Shaderis the other main componentin the nfiniteFX Engine. Just like its partner in crime, the Vertex
`Shader, the Pixel Shader is capable of taking data and applying custom programsto create new and exciting
`effects. Interestingly, the Vertex Shaderis getting a lot more press from NVIDIA, but as anybody who has
`witnessed the Pixel Shading routines in 3D Mark 2001 willtestify, this stuff is dynamite as well. The Pixel
`Shader kicks in after the Vertex Shader has done its work with transformedandlit vertices, taking the pixels
`providedby the Triangle Setup and Rasterization unit directly before it in the 3D pipeline, and performingits
`magic upon them. Put simply, pixel rendering is achieved by combining the colour andlighting information with
`texture data to pick the correct colour for each pixel. This is how things have been donesince the year dot, but
`unlike its predecessors the GeForce 3 with its Pixel Shader can take things one step further, running custom
`texture address operations on up to four textures at a time, then eight custom texture blending operations,
`combining the colour information of the pixel with data from upto four different textures. Followingthis, a
`further combiner addsspecular lighting and fog effects, before the pixel is alpha-blended, defining its opacity.
`The GeForce 3 also performs lookup operations on the z-value of where the pixel is meant to appear to
`determine whetheror not it needs to be drawnornot. This is a crude method ofculling unnecessary pixels,
`similar in certain ways to the z-buffer manipulation techniques used by ATIin its Radeonline of graphicscards.
`
`Passed out?
`
`
`
`Fillrate is a topic that many people have brought up in days goneby with regard to the GeForce 3, because in
`actual fact its raw fillrate numbers are nigh-on identical to those of the GeForce 2 GTS. The card can deal with
`two texels per clock cycle, so obviously when morethan twoare used it requires extra clock cycles. With a clock
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`frequency of 200MHz multiplied by four pixel shaders, you havea fill rate of 800MPixel/s for two texture units,
`or 400MPixel/s if three or four are used. The texel fillrate is 1600MTexel/s in the case of two, and 800MTexel/s
`for one texture per pixel, and 1200MTexel/s for three. These obvious similarities with the GeForce 2's NVIDIA
`Shading Rasterizer were cause for some concern. As if to demonstrate how disingenuousthis sort of shock data
`can be though, NVIDIA's Pixel Shader can actually allow up to four textures per pass, despite its two texels per
`clock cycle limit. So whereas the GeForce 2 requires multiple passes for three or four textures per pixel, and
`each passis done in one clock cycle, the GeForce 3's Pixel Shader may require another clock cycle to allow for
`three or four textures, butit still only needs one pass. A techy distinction, and onethat's difficult to spot if you
`only count clock cycles or check theoretical fill rates. The good newsis that the GeForce 3 technique saves on
`memory bandwidth, something that is very important these days. The Pixel Shader can also be programmed,
`although unlike the Vertex Shader the Pixel Shader can only apply 12 instructions, four of them texture address
`operations and the other eight blending operations. These can be helped along by the Vertex Shader, which of
`course deals with data prior to the Pixel Shader. Like the Vertex Shader, the Pixel Shader helps to open doors for
`programmers. The question of when we'll see anything pass through them is a bit of a moot point, but our guess
`would be Christmas. Expect to hear a lot more from the likes of John Carmack about the GeForce 3's feature set
`and the relevance of it in upcoming 3D games.
`
`Whatuseis it now?
`
`This really is the question that deserves answering. When the GeForce 256 first came along, T&L wasthe
`future, and everything woulduseit in a year's time. Obviously this isn't quite how things turned out; in fact a lot
`of new gamesstill don't use T&L, although support for it is becoming increasingly common.So if you've got a
`bit of cash to spare and badly need to getrid of that shocking TNT2 Ultra or Voodoo 3 3500, just what does the
`GeForce3 offer you now that you wouldn't be better off waiting to buy in a year's time while using a KyroII or
`GeForce 2 Ultra in the interim? The most obviouspointis its performance in current 3D gamesandhow it
`shapes up against other cards. Obviously, if performanceis out there and above what wecurrently have,it'll
`certainly be worth considering as a lasting performanceleader. Cue obligatory Quake III benchmarks? Sure, but
`we'll digress a bit as well. As a footnote, throughout our benchmarking weare using drivers that NVIDIA have
`confirmed are release-quality. We were also given permissionto flash our card's BIOS tothe latest up to date
`version. Although your mileage may vary, our results are damn near what you will end up with if you purchase a
`GeForce3.
`
`By the by, we're not using the classic demo001, we're using a more
`hardcore QuakeIII Arena 1.27g optimised demo, which pushes video
`cards further. The GeForce 3 is a couple of frames behind, butthis is
`obviously unnoticeable in general play. Ironically though, we reckon
`the programmable GPUis actually accountable for the loss in
`framerate, since QuakeIII does pretty well with the "classic" GeForce
`cards' hardwired T&L unit. The Radeon,forall its splendour, can't
`really keep up. Lets bumpuptheresolution.
`
`The improvementon the part of the GeForce 3 overits closest rival the
`GeForce 2 Ultra, is largely down to theefficiency with whichis
`handles its memory bandwidth. Both cards have pretty much the same
`amount of bandwidth to play with, but the GeForce 3 has a very
`refined, very well thought-out wayof dealing with it.
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`This is the most impressive result I have ever seen in this benchmark.
`This isn't even indicative of general Quake III Arena gameplay, butit
`is a very difficult benchmarkto excel in. The GeForce 3 stompsall
`over its predecessors, and the Radeon mightas well not featureatall.
`
`Fillrate testing
`
`Quake III may be an excellent OpenGL benchmark, but Serious Sam is an equally good fillrate benchmark too.
`All right, so in theory we already know that the GeForce3's fillrate should not exceed that of the GeForce 2
`Ultra by more than a handful of MPixel/s, but as these benchmarks demonstrate, and as I've enthused above,the
`GeForce 3 simply handles its memory bandwidth better than anything else on the market.
`
`
`
`The difference between last year's technology, the GeForce 2 GTS and
`the GeForce 3 is almost a 100% improvement. The Ultra is also
`stampedfirmly out by the GeForce 3's impressive ability to marshal
`its resources. The Radeonalso puts up a strong performance, arguably
`because ofits ability to cull unnecessary overdraw. The Kyro II should
`also be a strong performerin this category, although at the time of
`writing we didn't have one availableto test.
`
`Over a 100% improvement on the GeForce 2 GTS. Changing from
`single to multitexture fillrate doesn't affect performance much on the
`GeForceline, and again it's the efficiency of the GeForce 3 that helps
`it win through.
`
`Anti-aliasing
`
`Now,the other thing the GeForce 3 does pretty well from the get go is anti-aliasing. In previous graphics
`generations, the technology to use Full-Scene Anti-Aliasing has been hidden away in menus,despite its
`prevalencein advertising. The main reasonforthis is the performance hit involved. Moving from no FSAA even
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`to 2xFSAAis an incredibly bold step, and 4xFSAA,forall its beauty, is simply too much for somecards,
`whatever your CPU andthe state of your system. With the GeForce 3 NVIDIA aimsto put payto that, as ATI
`ever so nearly managed to do with the Radeon. Anti-aliasing has been an enormoustopic in the 3D gaming
`world since 3dfx (at that point, little 'd') started to introduce it with its ill-fated Voodoo 4/5 line. Typical aliasing
`effects have been given the crude nickname "jaggies" - the sharp, unpleasant edges found on every surface in
`most 3D games. Jaggies show up whentwotriangles intersect without the same surface angle, and spoil the
`image. With bilinear andtrilinear filtering, you can at least minimisethis effect, but applying a filter to an entire
`frame is a bit wasteful when only certain areas are affected. Although the GeForce 3 doesfilter the entire frame
`for quite a performancehit, its already impressive performance more than makes upfor it, and anti-aliasing is
`finally something ofa reality. The most common wayof dealing with anti-aliasing to ensure sub-pixel level
`accuracy (the mostdifficult part of the illusion) is super-sampling. The ideais simple, effective, but also very
`performance degrading. How it works, is by rendering each frame at a certain numberoftimesits actual
`resolution. So at 2xFSAA it's rendering each frame twice as large, and 4xFSAAfourtimes as large. As a result,
`each pixelis initially rendered as two or four, each half or a quarter of the size of the final on-screen pixel. The
`filtering of those pixels generates an anti-alised look. Imagine the performance hit of rendering double the
`numberof on-screen pixels to achieve this though, let alone four! The alternative to super-sampling is multi-
`sampling, the technique used by GeForce 3. Multi-sampling works by rendering multiple samples of a frame,
`combining them at the sub-pixel level and then filtering them for an anti-aliased look. It sounds complex,butall
`you really need to know is that the effect is more or less the same as super-sampling, and because the card
`doesn't waste its time creating detail for higher resolutions, the performancehit isn't so great. Multi-sampling
`encompasses the general FSAA modes found on the GeForce 3. However, also onboard is the HRAA,or High-
`Resolution Anti-Aliasing engine. The GeForce 3 actually has an entire technology unit for dealing with AA now,
`which creates samples of a frame, stores them in a certain area of frame buffer andfilters the samples before
`putting them in the back buffer. This makesthe anti-aliased frame fully software accessible. Phew. Quincunx,
`although it sounds somewhatlewd,is actually something you'll want to give serious thoughtto as well. It's a
`super-sampling trick which generatesthe final anti-aliased pixel byfiltering five pixels for only two samples.
`This one had me stumpedto start with, but the logic is unsurprisingly sharp. Bottom lineis, it comesclose to the
`quality of 4xFSAA but requires the generation of only two samples. The 3D sceneis rendered normally, but the
`Pixel Shader stores each pixel twice, which saves on rendering powerbut uses twice the memory bandwidth.
`Anyway,the last pixel of the frame is rendered and the HRAA-engine of the GeForce 3 pokes one sample buffer
`half a pixel in each direction, which hasthe effect of surrounding the first sample by four pixels of the second
`sample, diagonally a minute distance away. The HRAA-enginefilters over those five pixels to create the anti-
`aliased one. The result looks almost as perfect as 4xFSAA,but doesn't cost as much in terms of performance.
`Genius? Pretty much!
`
`Anti-aliasing benchmarks
`
`So you've read the theory, how about the practice? Althoughit's difficult to benchmark appearance,I'd say the
`effect from testing is exactly as NVIDIAclaim it to be. In the meantime, here are some benchmarks taken with
`Serious Sam to observe real world Full-Scene Anti-Aliasing performance on the GeForce 3. Enjoy, I need some
`more coffee.
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`Because of the differences between the performance of Quincunx AA
`on a GeForce 3 and 2xFSAA on a GeForce 2 Ultra, we thought we
`would first demonstrate 4xFSAAin a lowish resolution. The results
`here are more thanlikely down to the programmable GPU again.
`Things get better as usual if we up the resolution.
`
`You'll notice firstly that there's no Radeon result here. Things were
`literally unplayable so I saw no pointin continuing the test. The
`GeForce 2 GTStakes a beating, and the GeForce 2 Ultra demonstrates
`that you can overclock the GeForce 2 core all you want, but unless you
`improve your AA and memory bandwidth management, you'll never
`keep up with something as powerful as the GeForce 3. Quincunx
`benchmarks were moreinteresting. Of course, no other card supports
`Quincunx, so benchmarking against itself in 4xFSAA seemedlike a
`good idea. Here aretheresults:
`
`A clear demonstration that despite the barely perceptible difference in
`visual quality, Quincunx packs quite a punch. 60 frames per secondis
`a perfectly reasonable framerate, and 1024x768 is a perfectly
`reasonable resolution. And remember,this is a very tough benchmark.
`In general gameplay, expect even higherscores.
`
`Lightspeed Memory Architecture
`
`Before we come to any conclusions,let's first consider perhaps the biggest and most important feature of the
`GeForce 3, it's "Lightspeed Memory Architecture". Thislittle buzzword feature helps the GeForce 3 overcome
`its memory bandwidth bottlenecks and achieve amazing fill and frame rates. Hold on to yourhats,it's another
`difficult and technically minded solution to a commonproblem.I don't envy the job of NVIDIA's PR machine in
`
`marketing this stuffto the mainstream, I really don't. The ins and outs, located inthedeepest.darkestPayee
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`documentI could locate, go something like this... Memory bandwidth is often quoted on the packaging of
`graphics cards, and those values are always the very peak bandwidth possible. The sameistrue of, to quote a
`recent example, DDR system memory.In reality, although PC2100 is capable of shovelling data at 2.1Gb/s,it
`does nothing of the sort in current applications. For 3D games, and 3D rendering in general, it seems that
`memory latency is of more importance that peak bandwidth. The reasonforthis is that undera lot of
`applications, pixel rendering reads from memory areasthat are quite a distance apart, and all sorts of memory
`paging hasto take place to get the two to meet, which wastes valuable bandwidth. As geometric detail in 3D
`scenesis obviously on the increase, moretriangles per scene means smaller ones, and the smaller the triangle,
`the less efficiently the memory controller handles it. So, peak bandwidthis largely irrelevant if only a fraction of
`it is being used properly. To combat this, NVIDIA dreamtup the "crossbar memory controller", which consists
`of four single 64-bit wide memory sub-controllers. All of these can interact with one another to minimise the
`above issues and make memory accessasefficient as possible. As demonstrated in ourfillrate benchmarks, the
`level of efficiency in the GeForce 3's memory controller makes the GeForce 2 Ultra's theoretical fillrate
`unimportant. The GeForce 3 canstill surpass it under many circumstances. The crossbar memory controller
`makesupthefirst part of the GeForce 3's Lightspeed Memory Architecture. The second part helps to reduce z-
`buffer reads. Now, obviously this is useful because the high impact of z-buffer reads and the waste of bandwidth
`on hiddenpixels is daft. As mentioned previously, in the Pixel Shader part of the GeForce 3's 3D pipeline, there
`is a degree of hidden pixel removal, which helps to reduce overdraw,but it goes further than that. Forstarters,
`the z-buffer is the most commonly read frame buffer ofall, so reducing accessto it is more important than
`anything. Firstly they use lossless compression to reduce access by up to 75% depending on how muchdata is
`changing hands, and by manipulating the z-buffer as ATI did with the Radeon's Hyper-Z technology, NVIDIA
`can reduce memory bandwidth consumption again, by using something they call Z-Occlusion Culling (which
`takes place between Triangle Setup/Rasterizing) to determine if a pixel needs to be drawnatall.
`
`Visual Quality
`
`Ultimately, there's a lot of spiel and fancy technical know-how involvedin unravelling the mystery of what
`drives the GeForce 3 and what makesit better, but there is very little if any involved in determining whetherit
`looks good. The best benchmark for whether the GeForce 3 looks as good as its competitors is you. Having used
`the GeForce 3 for quite a while now, along with a similar system using a Radeon 64Mb DDR,I can quite
`honestly say that I have noticed a difference, and disappointingly,it's in the Radeon's favour. Although the
`GeForce 3 definitely handles matters a lot better than the Radeon(andisthe first graphics card on our testbed to
`run 3D action monster Tribes 2 flawlessly at high resolutions), its competitor from ATIjust looksslightly
`sharperat times, and that sort of distinction is important. Using identical settings (1024x768x32 with 4xFSAA)
`and running Quake III Arena as a common example,the definition of the scene was simply superior on the ATI
`Radeon. Of course performance wasin the GeForce 3's favour (the Radeon was almost unusable with those
`settings in Quake III). Whether this makes a difference will have to be decided on a personallevel, but if you
`need a more common benchmark(after all, most potential GeForce 3 buyers will already own NVIDIAcards),
`the visuals of the GeForce 2 GTSare pretty much of the same quality under certain circumstancesas the
`GeForce 3. In terms of performance though as we have seen, the GeForce 2 gets beaten black and blue.
`
`Pricing and Conclusion
`
`The pricing of the GeForce 3 has been almostas hotly contested as its feature set, but like Intel, NVIDIA came
`to the conclusion that pricing high in a market where high end CPUscan be had for less than £100 would be
`disastrous. Like the 1.7GHz Pentium 4, the GeForce 3 has undergoneseveral price reductions prior to launch,
`and nowsits at an RRP of £399.99, with the card we used for testing in this review, the ELSA Gladiac 920,
`retailing at £349.99, and in practice,as little as £299.99 (from Dabs.com, who deserve a namedrop for the
`friendly reduction). At £299.99, the card is basically as good value as the GeForce 2 Ultra wasin its heyday, and
`considering its performance andfeaturesit's as worthy of your money as anything else. The Radeon 64Mb DDR
`is arguably the GeForce 3's most worthy competitor, but in a year's time I seriously doubtit will be able to
`compete with the GeForce 3 for buyers. Granted, in a year's time we'll probably have a GeForce 3 Ultra or
`something similar, but wouldn't you rather be wowed offyour feet in the meantime,Linon Ewaylt,TSeg
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`problem is that by recommending the GeForce 3, we are in danger of doing what our predecessors did when the
`original GeForce 256 was released - recommending a new card based onits future capabilities. So our advice is
`to glance at the score below, give it due consideration, but also to read over what we've said and have a big think
`about what you want from gaming,visually, within the next year. With the GeForce3asit is, finding a common
`conclusion is impossible.
`
`9/10
`
`GeForce 3Tom BramwellReview- the long-awaited GeForce 3 is almost upon us, and Mugwumhastaken a
`look at what will be oneofthe first cards to hit store shelves2001-05-01T13:42:00+01:00910
`
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`AMAORROWINT)Y e
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`In praise of Morrowind A game about game design.
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`Phe GldérSeralls LL
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`e Sometimes weincludelinks to online retail stores. Ifyou click on one and make a purchase we may receive
`a small commission. For more information, go here.
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`About Tom Bramwell
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`Tom worked at Eurogamerfrom early 2000 to late 2014, including seven years as Editor-in-Chief.
`
`Read the Eurogamer.net reviews policy
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`GeForce 3 * Eurogamer.net
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`http://www.eurogamer.net/articles/r_geforce3
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`MEDIATEK Ex. 1010, Page 18 1 8/18
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`MEDIATEK Ex. 1010, Page 18
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