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nVidia's GeForce 256 Breaks Out; changes 3D world

Hai Nguyen writes " nVidia officially unveiled the GeForce 256 (the chip formerly known as NV10). Its architecture emphasizes both triangle rate and fill rate, so the chip can render 3D landscape with highly detailed 3D environments and models, and smooth framerates. Go get the full info." Holy moses. I want one. Now.

191 comments

  1. changes 3D world? by Visoblast · · Score: 1

    And I suppose its revolutionary, too. Somehow I doubt it.

    Drop the marketing fluff -- we don't want any here. Just the facts.

    --
    "Luncheon meats make the sawdust in your stomach explode."
    • -- Crow T. Robot
    1. Re:changes 3D world? by pong · · Score: 2

      Actually this is pretty big news. Up till this point fill rate has been all that mattered for 3D chip makers, providing the capability of allowing higher resolutions, more rendering passes (for different visual effects) and higher frame rates. This is the first (consumer level?) chip to add transformation and lightning to the 3D chip, thus offloading these duties from the CPU. This effectively means more polygons can be used and this will have a truely remarkable effect on the realism.

      Aren't you tired of watching perfectly flat walls with big posters stuck on them?

    2. Re:changes 3D world? by Christopher+Thomas · · Score: 2
      Up till this point fill rate has been all that mattered for 3D chip makers, providing the capability of allowing higher resolutions, more rendering passes (for different visual effects) and higher frame rates. This is the first (consumer level?) chip to add transformation and lightning to the 3D chip, thus offloading these duties from the CPU.


      "Consumer level" is correct. High-end graphics workstations have been doing this for several years; in fact, the entire OpenGL pipeline has been in hardware for quite a while. Check out 3dlab's high-end boards for examples, or take a look at their competitors. These tend to be 64-bit PCI boards in the $2,000-$3,000 range.


      The consumer graphics manufacturers have been making noise about using geometry processing for a while now, but have only recently gotten around to it. In that market, yes it could be called revolutionary (in that it substantially changes game design).

    3. Re:changes 3D world? by Shinobi · · Score: 1

      Recently there has been released a few cheaper boards with geometry- and Lighting-acceleration, most notably 3DLabs Oxygen GVX1, although it costs up to a $1000. Interesting to see how the GeFroce 256 can compare to the GVX1. The TNT2 sucks at OpenGL in comparison to such cards.

      Darth Shinobi - Champion of Lady weeanna, Inquisitor of CoJ
      "May the dark side of the force be with you"

  2. Hyperbolically? by Anonymous Coward · · Score: 0

    "Hyperbolically, the GeForce is a 3D revolution in one tidy little silicon package." Hyperbolically? Come on, this is nothing but marketing BS! ("Quick, dont look at our competators! Look over here! HERE HERE HERE!") Wake me when a real product comes out.

    1. Re:Hyperbolically? by Simes · · Score: 2

      Um.

      You do know what the word "hyperbole" actually means, don't you?

      --

      --
      Don't imitate. Enervate.
    2. Re:Hyperbolically? by Anonymous Coward · · Score: 0

      Yeppers I diddn't get no college education for knuthin! That article was jsut WAY to wordy. Come on. It was pure marketing.

    3. Re:Hyperbolically? by Anonymous Coward · · Score: 0

      Are you SURE you know what it means? Hyperbole means "to exagerate". They were admitting that it it was marketing speak and were telling you so. To complain that it's marketing speak when they were telling you "Hey, this is the marketing fanfare, take it for what it's worth" is plain silly.

  3. The biggest questions we all have by little+alfalfa · · Score: 1

    Of course the 3 biggest questions are:
    1) Will the driver be open sourced as the TNT/TNT2 driver is?
    2) How soon will it be available to the public?
    3) What kind of framerate will I get when fragging LPBs in quake 3?

    Fun fun fun!

    1. Re:The biggest questions we all have by pointwood · · Score: 1

      1. Probably - NVIDIA makes great drivers, and I bet they'll come with Linux drivers (of some kind) too.

      2. I've seen "late september" mentioned!

      3. Really great framerates at 1024x768 and above + it will look beatifull - probably much better than with current cards.

      3a. Personally, I am looking more forward to Team Fortress 2 - if Valve can do the same with multiplayer as they did with singleplayer (Halflife) - it's going to be so much fun!

    2. Re:The biggest questions we all have by cruelworld · · Score: 1

      A 3d geometry accel driver will be an entirely different beast than the current tnt drivers. openGL drivers are very very difficult to write, most companies spend years with large engineering teams(working with the designers and vhdl programmers) to write decent drivers.

  4. Linux Support? by Anonymous Coward · · Score: 0

    Well, I suppose this is the obvious next question. Will this card be supported under Linux? I am really impressed by the specs; however, I am trying damned hard to avoid using Windows for games. (Thank you ID and Loki and other independents.) So, for all the fancy specs, the card is quite worthless unless it runs under Linux. Anyone know the scoop on this?

    1. Re:Linux Support? by Anonymous Coward · · Score: 0

      It's supposed to use opengl and mesa, as do the tnt and tnt2

    2. Re:Linux Support? by MassacrE · · Score: 1

      yes, but their current (annoyingly obfusciated and therefore unfixable) drivers have very poor performance. Its really a shame they don't take the clue from Matrox, if they released working code AND left it unobfusciated AND released specs I would buy from them until either they go out of business or I die. So far people are releasing either code or specs, and the code is all obfusciated and therefore unservicable.

  5. Hokey smokes by Randy+Rathbun · · Score: 1
    This just makes me sit back and wonder - is the Playstation 2 now history? Yeah, I know, diffy platform and all that, but still. Leaving out the Emotion Engine or whatever it is called, it seems to me the PS2 is now a relic in terms of what it is delivering for graphics. Granted we are not seeing any numbers, but still.


    I think if anything seeing graphics like this are at least going to set a fire under some butts to get the next generation of stuff out. It is also good to see nvidia not having to worry about selling the chips. This whole Diamond/STB thing had me worried for a while.

    Mister programmer
    I got my hammer
    Gonna smash my smash my radio

    1. Re:Hokey smokes by angelo · · Score: 1

      As far as the PSX2 i concerned, it will come in at about 2-300 dollars for the system. This card looks like it will not be a commodity for some time. If it has 128 meg of ram/runs agp4x/etc, you can guess the target market. A clue: it ain't sub-$400 boxes.

    2. Re:Hokey smokes by Lx · · Score: 1

      Whatever happened with diamond making nvida-based cards? I heard about stb, but nothing about diamond...

      -lx

    3. Re:Hokey smokes by El+Puerco+Loco · · Score: 1

      It says this here card can only do 15 million triangles per second. Playstation 2 can do 75 million. I don't think this is gonna put Playstation2 out of business.

      ^. .^
      ( @ )

    4. Re:Hokey smokes by Anonymous Coward · · Score: 0

      S3 bought Diamond. Diamon only makes S3 boards now.

    5. Re:Hokey smokes by mvw · · Score: 1
      Video consoles like the Playstation have no chance to keep up with the fast evolution of PC hardware.

      Where they excell is the ease of use and installation and the homogenity of software design.

      However such applications, like Final Fantasy VII, have been ported to the PC too.

    6. Re:Hokey smokes by pointwood · · Score: 1

      Wrong! Diamond will still make other boards!

      I bet they will announce a GeFORCE board soon.

    7. Re:Hokey smokes by demon · · Score: 1

      Actually, he's right - S3 acquired Diamond, so once Diamond sells off its remaining stock of nVidia Riva-based and 3Dfx Voodoo(2|Banshee)-based cards, they're gonna be strictly making S3 Savage-based cards.

      --

      Sam: "That was needlessly cryptic."
      Max: "I'd be peeing my pants if I wore any!"
    8. Re:Hokey smokes by Anonymous Coward · · Score: 0

      I would be willing to bet that the PSX 2 will be of similar quality. Based on just pure time, the PSX 2 is coming out in about a year, while this chip comes out in late september. I also would imagine that they were being developed at teh same time. It's just probably easier to get outa single chip/video card than it is to get a whole video game console system out.

    9. Re:Hokey smokes by MindStalker · · Score: 2

      Whoa! you have a 3D card on your sub-$400. WHY?

    10. Re:Hokey smokes by MindStalker · · Score: 2

      What? has S3 lost their minds? don't they know they can't make good video chips. I mean sure S3 makes a decent 2D video card, but common why are they trying to throw themselves into the market instead of just packaging someone elses 3d chip on their card like every other company does.

    11. Re:Hokey smokes by m3000 · · Score: 1

      Actually, the PS2 was always "history" as Nintendo's Dolphin will most likely it in any hardware spec. Howard Lincoln has said that the Dolphin will at be at least on par if not better than the PS2, and Matt Cassimassia(sp) of IGN64 has seen (or at least heard about) the Dolphin specs from a reliable source, and he guarenttee's the Dolphin will be more powerful than the PS2. As of yet, Nintendo has made no official announcement on the specs so that way Sony will have to be commited to it's hardware design (so it can't suddenly change it when they relize they will be overpowered), and so people continue to buy the N64 for a little while longer. So the whole point of this was taht the PS2 is not the end all of videogame systems just because it was featured on Slashdot. So in the way the original poster asked this, yes, the PS2 is and always has been history. As for if the Dolphin beats the new nVidia card, no one knows, as no specs are out to the public yet.

    12. Re:Hokey smokes by jilles · · Score: 1

      what I heard about the savage 2000 (http://rivaextreme.com/index.shtml#10), that's a pretty sweet chip too. Anyway at the following link you will find a story about why the new generation 3d cards won't live up to the hype
      http://fullon3d.com/opinionated/

      --

      Jilles
    13. Re:Hokey smokes by Anonymous Coward · · Score: 0

      75 million unlit, untransformed, uneverything. Basically the 75 million is a completely bogus number that means nothing. I've read that the PSX-2 can do 16 million fully rendered triangles, versus the 15 million of the NV10. I'll take the NV10 in a flash. (anyways at the resolutions that most console machines run at [i.e. 512x384], that sort of triangle throughput is grossly wasted) People need to think reasonably about this. If PSX-2 really did manage to make a chip that was coming out in North America in a month that was 5x faster than the unbelievably fast new graphics accelerator, don't you think they'd be making a _KILLING_ in the PC add in market? They could stick their engine on an AGP card and sell MILLIONS at $500+ a pop without any problem. The reality is that when you compare oranges to oranges they aren't as well endowed as the BS would lead you to believe.

    14. Re:Hokey smokes by MassacrE · · Score: 1

      The N64 is also more powerful than the PSX (except for CD vs. Cartridges). The N64's lackluster performance can be attributed to one thing- Nintendo is a bunch of @#$@# that nobody wants to do business with (sorry, my experience). If Nintendo cleans up their act then MAYBE the system will do well, but if you are going to cheat and steal from the developers, they aren't going to develop on your system, no matter how kewl it is.

    15. Re:Hokey smokes by Phil+Wilkins · · Score: 1

      Word. Mind you Sony aren't that much better...

  6. Neat-o. by Anonymous Coward · · Score: 0

    The obvious question from one who doesn't follow the 3-D chipset world closely: what's 3dfx's answer to this chipset or has nvidia kicked there buts. I had some 3dfx shares way back when...sold em when the selling was good. Perhaps I shoulda bought nvidia shares with the extra $$$ I made. Oh well... Also, I've heard some reports that the PlayStation II will beat the living daylights out of PIII's loaded with then recent and most modern 3d accels. Even with this kind of chip, and most likely other chips to follow from nVidia's competitors, does this still hold true? Will the PlayStation II live up to the hype?

    1. Re:Neat-o. by Anonymous Coward · · Score: 0

      There have been som mumblings about "Vooodoo 5" over on Shugashack recently. Q1 2000. No specs tho.

    2. Re:Neat-o. by Anonymous Coward · · Score: 0

      On the 3dfx front, they're a bit delayed and have made some dubious decisions. For example, the decision to go with T-Buffers, while mirroring some trends in professional graphics, does not seem overly exciting to the gaming community. The Playstation 2 hype, of course, needs to be taken with a grain of salt. It'll be a good deal for the money (even if it will have to sell at a loss to be reasonably priced), but keep in mind the people at Intel, AMD, NVidia, 3dfx, etc. are not stupid. Sony can easily claim high polygon numbers, considering that TV runs at much lower resolution than modern computer games. So while the PS2 will doubtless be a good gaming platform, don't expect it to replace your computer (regardless of what's coming from Sony's marketing department).

  7. close those tags.... by UM_Maverick · · Score: 0

    is it just me, or did someone forget to close his tag when he posted that story?

    sheesh...first bad grammar, now bad html!!

    Note: (comment==joke && comment !=flamebait)

    1. Re:close those tags.... by UM_Maverick · · Score: 1

      damnit...i did it too...

  8. hype machine at it again:) by Anonymous Coward · · Score: 0

    IMO this card isn't revolutionary. Just a bit faster.

  9. As if 3dfx was not in trouble before� by Anonymous Coward · · Score: 0

    How much longer is it before we can render enjoinments at a detail level approaching real life? Already you can do a pretty nice job but with that much RAM just think of all the unique textures you could use. I rarely drool over some super-duper piece of hardware but this is an exception.

    Anytime you have such a jump in hardware power like this you expect a whole new revolution in gaming. I'm man enough to admit the thought of Half Life 2 running at some insane resolution with 128MB of textures sexually excites me.

  10. Feature Article by Amnesiak · · Score: 3

    Damn. I was hoping this would get linked up on the front page. :) Oh well, I took a trip to NVIDIA last week, and I'd love it if you guys checked my article out: riva extreme - geforce 256 coverage

    1. Re:Feature Article by Pont · · Score: 1

      One of the pages there, I think it is page 3, sends Netscrape (Redhat 6.0) into an infinite loop that pegs a PII 400 at 100% CPU until I kill netscape. It's a pity. I wanted to read that article. Guess I'll fire up lynx.

    2. Re:Feature Article by Anonymous Coward · · Score: 0

      I read it, and I must say the screenshots especially just reek of empty hype. The part where you show the Quake3 arch is just trite...wow, so you turned the geometry setting down all the way, took a screenshot, then turned it up all the way and took another screenshot. Wow. I can do that now with my TNT2 or Voodoo2. How does card help someone play Quake3 better? Another mistake was showing the lighting on the walls from a quake3 rocket as an example of how the GeForce accelerates lights. Quake does not and never has used OpenGL's lighting mechanism to do dynamic lights...no game does, it's just way too expensive. Basically no one has showed me how this card could actually improve the graphics of today's games, besides pushing framerates into the ridiculous 100+ level. -W.W. (A little pissed off that I bought a TNT2 no less than two weeks ago)

    3. Re:Feature Article by kovacsp · · Score: 1

      Err...I'm not sure why I'm replying to this particular comment, perhaps because you're spreading misinformation (even if you aren't serious).

      Even if no game uses lighting, and this is usually because games want realistic shadows, and you can only have 8 lights (or so) in a scene at a time. Anyway, the point is *now they can*.

      In reality it's the transformation hardware that's going to speed everything up. And not only that, the CPU is going to have nothing to do but model physics and AI now!

      WOOHOO!

    4. Re:Feature Article by Phil+Wilkins · · Score: 1

      Hello, geometry and lighting acceleration doesn't include shadow volume generation. Ergo, you still have to do shadows on the main processor.

  11. Some specs by Anonymous Coward · · Score: 4
    • 15M triangles/sec - sustained DMA, transform/clip/light, setup, rasterize and render rate.
    • 4 Pixels per clock (4 pixel pipelines).
    • 480M pixels/sec fill rate - 32 texture samples per clock, full speed 8-tap anisotropic filtering.
    • 8 hardware lights.
    • 350 MHz RAMDAC.
    • Most feature complete for DX7 and OGL - Tranform & Lighting, Cube environment mapping, projective textures, and texture compression.
    • Will utilize 4x AGP performance with Fast Writes , which enables the CPU to send data directly to the GPU (1 GB/sec transfer rate), increasing overall performance and freeing the system memory bus for other functions.
    • 256 bit rendering engine.
    • Highest quality HDTV (High Definition Television) video playback.
    • High Precision HDTV video overlay.
    • 5 horizontal, 3 vertical taps.
    • 8:1 up/down scaling.
    • Independent hue, saturation and brightness controls in hardware.
    • High bandwidth HDTV class video I/O.
    • 16 bit video port.
    • Full host port.
    • Dedicated DMA video.
    • Powerful HDTV motion compensation.
    • Full frame rate DVD to 1080i resolution.
    • Full precision subpixel accuracy to 1/16 pixel.
    Snipped from www.bluesnews.com
    1. Re:Some specs by SpineZ · · Score: 1

      Great, now when are they gonna start supporting Digital Flat Panels? I've had mine for 6 months now, and still stuck with the shitty ATI Xpert@LCD card that it came with.

      I was pretty excited to hear the V3 3500 supported DFP but they got rid of it when it changed over to the 3500TV. Anyone know of any plans for an upcoming video card to support DFP?

    2. Re:Some specs by shadrack · · Score: 1

      I noticed you said 16 bit video. Does this mean it will support up to 16 bit per channel color?
      aka rgb48a they way MNG does? that would be incredibly awesome. (note for readers, the current 32bit video aka rgb24a only supports 8 bit per channel sampling and play back. Broadcast television supports up to 10 bit per channel sampling and play back, true 35mm film is closer to 96 bit or 32bit per channel). this is independent of things like gamma and transparancy)

    3. Re:Some specs by Anonymous Coward · · Score: 0

      96 bit color. Doesnt that actually give more than an infinite number of colors?

    4. Re:Some specs by Drathos · · Score: 1

      DFP support depends on the board manufacturer, not the chip maker (although they are the same in 3dfx and ATIs cases). I have seen some TNT2 cards that claimed to have DFP support, can't verify that since I don't have one..

      --
      End of line..
    5. Re:Some specs by Compuser · · Score: 1

      How about full screen anti-aliasing? If it's in, this
      card will be hard to beat. If it's out, I'll pass.

    6. Re:Some specs by Anonymous Coward · · Score: 0

      Here's a snippet from a developer on on Experience, taken from bluesnews: Each of these GPU features offloads work from the CPU to the GPU, which frees up the CPU for better physics, AI, and game code. By implementing these optimizations we have been able to push the DMZG poly counts from 10,000 polys per frame to over 80,000 on the same CPU. The level of detail this affords is astonishing.

    7. Re:Some specs by tlhIngan · · Score: 1

      350Mhz RAMDAC. Nice.

      Question is, are there any monitors that support this to the fullest?

      My monitor max resolution at 85hz refresh is 800x600, and I run at this resolution (75 flickers! To me, anyhow. 60 is just too flickery to use.) Videocard has a nice 250Mhz RAMDAC, does plenty high refresh at high resolutions...

      Hmm. Maybe I need a monitor with longer persistence.

  12. Oh my God! by samael · · Score: 2

    I just went and looked at the tweak3d guide ( http://www.tweak3d.net/reviews/nvidia/geforce256/1 .shtml ) and good god this card kicks ass.

    The addition of Transform and Lighting really _is_ revolutionary. Once you've used one of these babies, you won't want to go back.

    There's a list of useful links at Blues News (www.bluesnews.com)

  13. Availability by Christopher+Thomas · · Score: 2

    "hands-on tests" means prototype hardware already available, so this should be out fairly soon. None too soon, as S3 pulled ATI's trick and is coming out early with a chip at 0.18.

    1. Re:Availability by pointwood · · Score: 1

      According to what I've read on the net until now, you should se boards on the shelves as early as in late september!

  14. GeForce vs. Playstation II by Christopher+Thomas · · Score: 2
    This just makes me sit back and wonder - is the Playstation 2 now history? Yeah, I know, diffy platform and all that, but still. Leaving out the Emotion Engine or whatever it is called, it seems to me the PS2 is now a relic in terms of what it is delivering for graphics. Granted we are not seeing any numbers, but still.


    The Playstation II has a modified R10000 processor with very hefty floating point extensions - it won't have much of a problem doing geometry transformations. IMO, it will probably be about on par with the graphics cards floating around at the time of its release. It won't leave them in the dust, but neither will it be left in the dust.


    OTOH, a friend in the gaming industry says that the Playstation II has architectural problems that might degrade performance (low system bus bandwidth, among other things). We'll see what happens when it ships.

    1. Re:GeForce vs. Playstation II by Phil+Wilkins · · Score: 1

      PSII is missing a handy (but expensive) blend mode, but other than that, all the internal buses run pretty fast, and are seperated. It has multiple data paths into the GS, including one from a dedicated transform unit.

      Believe me, the big problem with the PSII isn't available power. It's low level complexity. Writing optimal renderers and transform engines is going to be a BIG BEEEATCH!

  15. Analysis (minus fluff) by aheitner · · Score: 5

    So basically nVidia chose to make a high fill-rate card with hardware lighting and transforms (geometry acceleration). These aren't innovative directions -- they were the obvious ones. None the less, the other major player, 3dfx, has pulled back from these choices. I'll explain why:

    nVidia has a card which can do supported operations fast. It obviously has a lot of fill. It'll be a good board. Of course it'll still be slow in D3D ... everything is (we once demonstrated that it's physically impossible under DX6 to be faster than a Voodoo3 under Glide). There are some downsides: if you want to do crazy weird stuff with your lighting (eg. wrong faster stuff, funky effects) you may not be able to get it to work. Similarly with geometry -- special fast cases will become normal cases. So there may be a 50%-100% gain in triangle rate, but it's unlikely geometry acceleration will ever be able to provide much more than that.

    nVidia seems to have chosen not to support the hardware bump mapping of the Matrox G400, an extremely high fill (runs beautifully bump mapped in a window in 1600x1200x32bpp) card without geom accel. 3DLabs' long awaited Permidia3 will also have some kind of hardware bump. IMHO this is a relatively flexible feature -- you could do a lot with it. It remains to be seen how flexible nVidia's lighting and geom turn out to be.

    I'll be impressed if D3D ever delivers real hardware geometry benafits. We have yet to see a single benefit of DX6 over DX5 (not screwing with the fp control word especially) actually work. I'm highly suspect of anything MS sez.

    So what about the remaining behemoth, 3dfx? Their Voodoo4 is supposed to be an extremely high fill card (fill has always been their hallmark). It may not support any more hardware features (eg. bump, lighting, geom accel), but it will fill like crazy. It's supposed to do full screen anti-aliasing ... 3dfx talked about putting a geometry accelerator on V4 but I believe they backed off from it. Voodoo4 is however still an SST and therefore still a true descendent of the original Voodoo chipset conceived as a flexible, long-term solution for both PCs and arcade games.

    I'm eagerly awaiting the new generation. But I expect the real crazy stuff to start happening in the following generation ... it may be finally time to kill some very old paradigms in 3d hardware...

    1. Re:Analysis (minus fluff) by pong · · Score: 1

      > I'm eagerly awaiting the new generation. But I expect the real crazy stuff to start happening in the following generation ...
      > it may be finally time to kill some very old paradigms in 3d hardware...

      I'd be interested to hear your thoughts on what might replace the current paradigm. Are you thinking voxel-based rendering techniques?

      Am I wrong when I state that the amount of research (even recent!) devoted to rendering techniques based on the current paradigm dwarfs the effort put into researching more innovative approaches to rendering?

  16. Not very impressive at all by Anonymous Coward · · Score: 0

    *Yawn*. Saw the screenshots. Not very impressive at all.
    You want photorealistic? Check these out:

    http://www.graphics.cornell.ed u/online/measurements/

    http://www.graphics.cornell .edu/online/box/compare.html

    1. Re:Not very impressive at all by Gleef · · Score: 2

      Yes, but how well can the PCG systems do at movie speeds: on the fly rendering at 24 frames/second? nVidia is saying (and it remains to be seen how accurate their marketting info is) that this is the image quality quality that can move, not just a pretty static image.

      ----

      --

      ----
      Open mind, insert foot.
  17. Does 480 Mpixels/sec suck? by Anonymous Coward · · Score: 0

    Why does this number seem VERY unimpressive? How do you translate this into Mtexels, if the card does 4 pixels per cycle does this mean it does 480 x 4 = 1920 Mtexels? If it didn't, wouldn't they print such an insane fill-rate in the press release? If it doesn't, won't that make the GeForce256 only about 50% faster than TNT2 on fillrate-limited applications? To me this number seems very unimpressive. Yes, it can do lots of polys, but with today's fillrate limited games, including Quake3, it might still be slow.

  18. Competition for this chip. by Christopher+Thomas · · Score: 2
    The obvious question from one who doesn't follow the 3-D chipset world closely: what's 3dfx's answer to this chipset or has nvidia kicked there buts.


    The Voodoo 4 will be coming out around Christmas, and it will have hardware geometry as well. Rumour has it that it too will be at 0.22 micron instead of 0.18. I don't remember the name of the chipset off-hand.


    S3 has also rolled out a new chip, with four pipelines and hardware geometry, at 0.18 micron. Check Sharkey Extreme for details.


    Also, I've heard some reports that the PlayStation II will beat the living daylights out of PIII's loaded with then recent and most modern 3d accels. Even with this kind of chip, and most likely other chips to follow from nVidia's competitors, does this still hold true? Will the PlayStation II live up to the hype?


    No, but it won't sink either. See my previous response on this subject (check my user info to find the post).

    1. Re:Competition for this chip. by pointwood · · Score: 1

      The Voodoo4 (or what it will be named) will probably be 0.22 micron too...

      Why?

      Because, (AFAIK) TNT2 and Voodoo3 is produced at the same "plant"...

  19. Sorry, this is fluff by Chris+Johnson · · Score: 2

    Get a load of the supplied pictures. Gee, low poly models sure don't look that impressive when you DON'T TEXTURE THEM ;P or do you really think the treads on the second tire are, or ought to be, geometry?
    So it pushes 15 million triangles a second and a PIII only does 3.5 million. Well, where do they come from? Exactly what is used to store these geometries? I'd say that if they went with a rather Voodoo Glide-esque approach of putting all the geometries on the card and then giving minimal commands to position, scale and rotate them, then it could be significant. This, however, would be pathetically incompatible with all existing games- and frankly the bus is the bottleneck, that PIII is probably pretty comparable for doing transforms, it just cannot get them across the _bus_ as fast as a cached copy of the geometry on the card.
    I saw what appeared to be a statistic that implied that games might see a 10% improvement in framerate. That, I think, is closer to the truth.
    Sorry guys- you've been Hyped.

    1. Re:Sorry, this is fluff by Anonymous Coward · · Score: 0

      You would bump map tire treads, but you would still have enough polygons to have ROUND TIRES. Any OpenGL game will take advantage of geometry acceleration automatically (Quake3 will) Games like Team Fortress 2, Messiah, Battlezone, Unreal Tournament, Quake3, and any other tesselation based engine will automatically benefit from geometry acceleration. And let's not forget how much this card will help people with older CPUs like P2s and K6's. I'm sorry, but you're just a whiny jealous 3dfx groupie.

    2. Re:Sorry, this is fluff by Tom+Davies · · Score: 1

      I'm pretty sure that the treads *are* geometry -- look at the edge of the tread against the background.
      However this means that the second tyre has perhaps 50 times as many polygons as the first, not the 3-4 times that the chip *might* provide.
      So yes, the pictures are just hype.

      --
      I have discovered a wonderful .sig, but 120 characters is too small to contain it.
  20. This has stiff competition. by Christopher+Thomas · · Score: 3
    This is indeed a nice chip; however, it has competition.


    3dfx is rolling out another chip, as people have been talking about for a while. It is rumoured to be at 0.22 micron too, and will have hardware geometry processing.


    S3 already rolled out a new chip - at 0.18 micron. It too has four texel engines and hardware geometry processing.


    IMO, the S3 chip is actually the one to worry about. Architecture may or may not be great, but at 0.18 micron it may outperform nVidia and 3dfx's offerings just on linewidth. ATI did something similar when it rolled out the Rage 128, if you recall.


    What I'm waiting for is the release of the GeForce or (insert name of 3dfx's offering here) at 0.18 micron. However, I'll probably be waiting a while.

    1. Re:This has stiff competition. by Anonymous Coward · · Score: 0

      3dfx's Voodoo4/Napalm won't have geometry acceleration. It's just more of the same, higher fill rate, 32-bit color. No advanced features like bump mapping, environment mapping, stencil buffering, etc. Only new feature is t-buffer.

  21. nvidia are pigs by Anonymous Coward · · Score: 0

    I know nothing about this product but after watching nVidia hijack the Today Show's "street" segment with Al Roker ( there must have been 50 large green placards carried by rude pigs shoving themselves in front of people Roker attempted to talk to ), I wouldn't buy shit from those assholes.

  22. Diamond still in? by sammy+baby · · Score: 1

    I would assume that Diamond would be quick to jump on this. They've been partners with nVidia for some time, and this chip looks to big to pass up, epecially with 3dfx out of the picture.

    1. Re:Diamond still in? by Admiral+Mouse · · Score: 1

      Since Diamond bought S3, they're not making nVidia based cards anymore... they'd be competing with themselves.

      ----

      --
      Life if possible, art at any cost.
  23. A few more notes by aheitner · · Score: 2

    I read another article (the one on rivaextreme ... pretty good article), I can add a few more comments.

    GeForce has environment mapping (iirc so does Permidia3) but not bump mapping.

    It can do 8 free hardware accel'd lights ... imho this is kind of limiting ... we'll see.

    A Voodoo3 on a fast machine under Glide can handle about a 10-12kpoly scene lighted textured w/effects and phsyics running about 20-25 fps on a 450a. I'll be very impressed if GeForce can do twice that -- 25kpolys at 25fps, or about 500k real polys/sec (BTW a Voodoo3 under ideal conditions w/out features can do 500k "fake" polys/sec ... I again expect GeForce to better that ...).

    But 15million polys/sec is the kind of bloated number that usually comes out of graphics shops. Don't believe it for a second.

    As for 100kpoly models lighted w/fx running smoothly, i'll believe it when I see it.

    if DaveS or DaveR wants to correct me on any of this stuff, go right ahead guys...

    1. Re:A few more notes by UnknownSoldier · · Score: 1

      > It can do 8 free hardware accel'd lights

      I believe the OpenGL spec only lists 8 as a minimum. Of course games/apps can use any number of "virtual" lights.

      If you're a programmer, check out http://www.opengl.org/Documentation/Specs.html

  24. Not exactly. by Amnesiak · · Score: 1

    Actually, I was there last week, and I can say that it runs kick-ass fast fully textured and environment mapped. They didn't provide us with any of those screenshots unfortunately, only the shaded models. But if you check back at my site in the next couple of weeks, I should have benchmarks on fully lit, textured, and mapped models. Did you check out the tree? It's freaking amazing.

  25. It may not support features of 3dfx & matrox, but: by nwalker · · Score: 1
    There are all kinds of reasons why Nvidia is choosing not to support 3dfx's anti-aliasing and Matrox's bump mapping. The most significant of these is lack of a common API. To support bump mapping on a G400MAX, you write Matrox code. To support anti-aliasing for the Voodoo4 (which, btw, kills frame rates), you write 3dfx code.

    Sound familiar? Back to the days of 3d-acceleration in games before DirectX?

  26. Playstation 2 specs. by Christopher+Thomas · · Score: 2
    It says this here card can only do 15 million triangles per second. Playstation 2 can do 75 million.


    Not if it can only transform 36 million polys per second, it can't (sustained transformation figure from an older slashdot article).


    Based on all of the other numbers in that article, I suspect that they dropped a decimal point in the "75 million polys rendered" figure. That, or they're talking about flat-shaded untextured untransformed polygons.

  27. Re: FUD! by Anonymous Coward · · Score: 0

    That is a pre-announcement typical of what Microsoft would do... if you don't have a product to match, simply announce a few months early.

  28. Um by aheitner · · Score: 2

    Microsoft writes each version of D3D by asking the manufacturers "What features do you guys need?" and then writing them in.

    There were no 3D games bfore D3D. No one had cards.

    Just 'cos a card supports D3D doesn't mean you can assume your program will work right. You still have to test and debug each individual card. This is the voice of experience :)

    Matrox's bump will be in D3D i'm pretty sure...

    People use Glide rather than D3D 'cos it's way faster. Speed really is all that matters ...

    1. Re:Um by mroeder · · Score: 1

      What ????

      I seem to recall pocking up my first Voodoo1 card, downloading GLQuake and haveing a ball. D3D wasn't even in the picture.

      Not to mention Duke3d, Doom, Doom2, Wolf, Triad etc

      short memories or just mild drugs ?

    2. Re:Um by Devastation · · Score: 1

      Wolf3d, Doom, Duke3d, etc, weren't 3d games, per se. They were "2 1/2d". They used sprites to imitate 3d. > There were no 3D games bfore D3D... Quake was 3d. It was also a DOS game. I don't think there was ever a D3D for DOS... :-P And glQuake used GLide/Voodoo long before D3D...

    3. Re:Um by Stiletto · · Score: 1

      Actually the term "2 1/2 d" refers to the fact that although Wolf, Doom and Duke may have used 2D sprites for their characters and items, the sprites were projected into a rendered 3D world.

      I agree with your point, which is still the same: Microsoft didn't invent 3D :)

    4. Re:Um by luther2.1k · · Score: 1

      Not wanting to seem pendantic, that's not the case. They were called 2 1/2 d because the maps were essentially flat 2d maps with different heights around the sections in doom and a hack in the build engine of duke to allow overhangs and certain non horizontal edges (but this was limited to a few angles if I remember correctly). There was no roll and no centre of projection looking down the y axis; if you looked up to the sky, the buildings would not seem to converge towards a central point. This was due to the raycasting method that was used to make textured 3d gaming worlds a bit before their time.
      Quake and descent were true 3d worlds, even if decsent's engine looked a bit shoody (didn't subXel accuracy or maybe it was just the dodgey textures) which proves that 3d did exist before microsoft came along.. not to mention elite, sentinel and others on 8bit machines.

      Tim

    5. Re:Um by Phil+Wilkins · · Score: 1

      They ask us developers too. Couple of years ago they asked us if we'd use the existing pipeline if it was hardware accelerated.

      "No", was the overwhelming response, "we want to do our own lighting, and wacky transforms, and skinned models with multiple bones at each joint, and your pipeline sucks for this."

      "But" said the hardware guys, "we want to differentiate our cards from the others, and geometry acceleration is the thing to do!"

      Two years later, and we've just had the first consumer card with geometry acceleration announced. I wonder if they've fixed the pipeline?

      Personally I'm still using DX5. DX6's texture cache looks ok, but I'd written my own by the time it came out.

      pHill

  29. Re: FUD! by Christopher+Thomas · · Score: 2
    That is a pre-announcement typical of what Microsoft would do... if you don't have a product to match, simply announce a few months early.


    Do you see GeForce boards on the shelves?
    Do you see Playstation 2s on the shelves?


    They've been conversation topics for months, but all either has now is alpha test hardware. It becomes difficult to see what point you are trying to make, given that.

  30. Re:No linux info. by Godin · · Score: 1

    Some of us are interested in the world of computing and what is happening in it, not just with Linux... And Slashdot does a marvelous job covering cutting edge technologies for both linux and non linux applications. Since right now Windows is the dominating computing force I think it would be ignorant and foolish to exclude the technologies that are emerging just because they are marketed to Windows users. How about going to your preferences page and applying that prejudice on the "Pretty Widgets" to filter Hemos. Retard. "Cynic?? Who's a cynic?"

    --
    --"Cynical?? Who's cynical???" -k-
  31. You're wrong, here's why by Anonymous Coward · · Score: 0

    To support anti-aliasing on Voodoo4 or an SGI InifiteReality, you have to make one extra API call: something like glEnable(GL_EXT_MULTISAMPLE). I think most of us can manage that, don't you?

  32. Re:No linux info. by tweek · · Score: 1

    Well gee...to filter stories you would have to get a login...but that would ruin that wonderful cover of AC that you hide under. Besides that your post is just lame anyways. nVidia will release linux drivers for this thing more than likely considering they did with thier past chips (albeit a bit late). On top of all that, I haven't responded to any good flamebait lately and I'm so ill right now that you were the perfect dumbass to unleash on.

    --
    "Fighting the underpants gnomes since 1998!" "Bruce Schneier knows the state of schroedinger's cat"
  33. All ya glide fans out there, sorry to bust ... by be-fan · · Score: 1

    I feel sorry to tell you that Glide no longer has the massive performance increase compared to D3D. Yes D3D is still pretty hard to program for, and yes it is still slightly slower (20-30% in fact) but it is not like the old days when D3D would run at 30 fps and glide would do 70 fps. Even Turok which is only DX6 only gets 15 fps in Glide over D3D. The proof is in the games. Unreal is just as playable with D3D as it is under Glide.

    --
    A deep unwavering belief is a sure sign you're missing something...
    1. Re:All ya glide fans out there, sorry to bust ... by AsmodeusB · · Score: 1

      > Even Turok which is only DX6 only gets 15 fps in Glide over D3D.

      15fps can mean a hell of a lot. If you don't have high-end everything, then 15fps can mean the difference between 15fps and 30fps. _you_ can try playing Q3test at 15fps :-)

      Of course, when you're getting 120fps, 15fps means next to nothing.

      .Shawn
      I am not me, I am a tree....

    2. Re:All ya glide fans out there, sorry to bust ... by be-fan · · Score: 1

      Now what modern hardware gets 30 fps on modern games. I am talking about cutting edge games on cutting edgre hardware. Turok gets 65+fps in D3D, and 75-80 fps in Glide. (On Voodoo 2s no less) the 15 fps there is not a big thing. DirectX is not the pathetic thing we used to make fun of anymore. As I pointed out in my post, it has only a 20% performace hit on average. And I would think that Open obsessed Linux users and Glide just wouldn't go together. 3Dfx is infamous for propriatory stuff, in consumer and arcade markets. In the beginning people wanted to liscence glide but 3Dfx wouldn't let them. And remember the Glide Required fiasco where 3Dfx put Glide Required stickers on D3D and OGL games?

      --
      A deep unwavering belief is a sure sign you're missing something...
  34. Re: 480 Mpixels/sec sucks greatly by Anonymous Coward · · Score: 0
    Yep, they decided to spend their gate budget on the GE, rather than improving fill. This card will achieve 480 Mtexel/s peak, compared with 360 Mtexel/s sustained for a Voodoo3 3500 that's available today.

    Spend $300 on a 120MHz graphics accelerator? No thanks.

  35. Uhm... Re:Um by AsmodeusB · · Score: 1

    > There were no 3D games bfore D3D. No one had cards.

    I do believe Glide was out before it, and DOS games (like the original Descent?) used it. Wasn't that before D3D?

    There were people with the cards back then, not the millions there are now, but enough for accelerated 3D to be implemented in more and more games.

    .Shawn
    I am not me, I am a tree....

    1. Re:Uhm... Re:Um by jefdaley · · Score: 1

      of course Glide is faster. It's written for a single hardware architecture. If MS optimized DX7 for nVidia and only nVidia architecture, it'd be faster than Glide. You're comparing apples to oranges.. if you want to compare API speeds, that's fine -- but you also need to consider their features and support (Glide is dying, face it -- it won't happen right away, but developers are moving away from it). If you want to compare 3DFX and NVIDIA and Matrox cards, you need to compare them running a common app under a common API. Saying a 3DFX card is faster under Glide than the nVidia is under DX is meaningless.

  36. Big performance by be-fan · · Score: 1

    For those of you who doubt NV10's performance improvement, take a look at the workstation front. Even with Dual PII 400s, a card with a gamma geometry processor, is much faster (in medium textured scenes) than the Evens and Sutherland chipsets, which, although they have higher fill-rate, don't have geometry acceleration. A playstation kicks a P100s ass even though the main CPU is 1/3 the speed. Its becuase the playstation has HW geometry acceleration. In any case, HW acceleration will also benifit OpenGL, now truespace will run faster than ever!!!

    --
    A deep unwavering belief is a sure sign you're missing something...
    1. Re:Big performance by Anonymous Coward · · Score: 0

      Well hopefully through their partnership with SGI, they'll release the card along with truley usable OpenGL drivers(unlike the TNT/TNT2.) They can throw all the HW acceleration they want into the card, but without 100% compatibility with high end programs such as Maya, Softimage, Alias Studio, and the upcoming Sumatra, that many animators and designers use/will use, it will be just as useless as the TNT2. With a bit of luck it just may be faster than my Elsa Gloria XL :))

    2. Re:Big performance by be-fan · · Score: 1

      The TNT has very decent OpenGL drivers from my experiance. (under windows anyway, don't know about the NT drivers) in any case the reason that the Gloria Xl (Permedia 2 I think) is so fast in OpenGL is becuase it has a Delta geometry coprocessor onboard the Permedia 2 chip. Besides, people who use Maya ($10,000) can afford a high end OGL card. (under 2000 these days) Plus unlike 3Dfx, nVidia has a full ICD so it IS theoretically compatible with Softimage, etc.

      --
      A deep unwavering belief is a sure sign you're missing something...
    3. Re:Big performance by Anonymous Coward · · Score: 0

      Actually the XL is Glint MX + delta. Yeah theoretically compatible, but in practice, quite slow. One big problem is that the TNT's don't support hardware overlay planes. No professional card(under $2k) that I can think of claims to do anywhere near 15m triangles/sec, so this is new card from nvidia is potentially VERY exciting, especially since I'm a student who can't afford the high end cards as well as the software. I seem to remember ATI claiming that they had a full ICD, but their rage was utterly useless for hi-end openGL.

    4. Re:Big performance by Phil+Wilkins · · Score: 1

      Err, the Playstations hardware geometry acceleration is a specialised co-processor, tied to the main processor. You have complete control over it. I worry about the abstraction of functionality created by sticking an API in the way.

      For example, we do some whole-world-warping stuff that you couldn't do with a simple 4*4 transform. It recquires some addition lookups, and math at the world stage of the transformation pipeline.

      Of course if you're just drawing static teapots, and trees, there's no problem. Dull, but fast.

  37. Caveat about the tree: by Chris+Johnson · · Score: 3

    That's easy- I presume you're rotating the tree realtime? _All_ that requires is that the tree can be cached on the card, which is then issued commands.
    Why only one tree? What program, exactly, did this? There are some very serious questions to ask about demos like this. I, too, write software and try to come up with impressive claims. I can legitimately say that I'm writing a game with a ten million star universe with approximately sixteen million planets, of which the terrestrial ones (hundreds of actually landable-on planets) have terrains the size of the earth at 3 dots per inch for height information.
    This is misleading as I'm doing it _all_ algorithmically- it's fair to ask 'well, what does it work like?' but nonsensical to imagine that somehow I'm messing with kajilliobytes of data. It's faked. (I have stellar distribution whipped, am working currently on deriving star types, slightly modified according to actual galaxy distributions- main current task is to come up with RGB values for the actual colors of star types, as this is more like white point color temperatures than anything else- very close to updating my reference pictures.
    At any rate, will you believe me when I say that this reeks of demo? It wouldn't be that surprising if they used _all_ the capacity of the card to do that one tree. _I_ would. Might that be why there is only one tree and _no_ other detail at all (one ground poly, one horizon)?
    More relevantly, what was used in doing that? If it was vanilla OpenGL, then okay, I concede this is very big. If they had to write their own software to do that, then you have a problem. Here in Mac land (also LinuxPPC land ;) ) we have a comparable problem- there are 4X the voodoo cards as anything else, because of availability, and we're getting 'em off you PCers who are buying nVidias ( ;) dirt cheap, too! ), but Apple only supports ATI- so many important development tools are _not_ supporting 3dfx or Glide, and we are once again suffering the recurrent apple disease of Thou Shalt Use Only One Solution- in this case, ATI 3d acceleration. And I personally like 3dfx rendering better than even _TNT_, but this helps me not. (reading User Friendly I have been!).
    You guys are looking at exactly the same situation here. Be damned careful. If you go with a proprietary technology you will fragment, and your developers will be faced with tough choices and could end up writing nVidia-only much as some developers in Mac land are writing ATI-only. This is bad. Do I have to explain why this is bad?
    Let's get some more information about exactly how you operate this geometry stuff before getting all giddy and flushed about it, shall we? I don't see how software will use it without rewriting the software. And when you do that- it's an open invitation for nVidia to make the thing completely proprietary and lock out other vendors.
    Or maybe they'd give the information out to people at no cost and not enforce their (presumed) patents for a while, only to turn around a year from now when they've locked in the market, and start bleeding people with basically total freedom to manipulate things any way they choose? But of course nobody (GIF) would think (GIF) of ever doing (GIF!) a thing like (GIFFF!) _that_... ;P

    1. Re:Caveat about the tree: by kijiki · · Score: 1

      If you're a smart developer, and using OpenGL, and letting it handle transforms, you the speed-up for free. Those lost souls using D3D will have to rewrite yet again. The reason OpenGL is always so far ahead is that all these "innovations" are really just moving workstation class features to the consumer market. OpenGL has been used on those workstations for years. At least when nvidia borrows a workstation feature they don't rename it and claim to have invented it (Accumulation buffer -> "T-buffer").

    2. Re:Caveat about the tree: by Buttercup · · Score: 1

      The significance of putting geometry acceleration on the GPU is complex, certainly more complex than you've made it out to be. Without it, geometry data is retained in system memory and processed by the CPU -- all vertex data is transformed, culled, scaled, rotated, etc. by the processor before being sent to the card for rasterization/fill. With full geometry acceleration, the GPU handles all of those tasks, meaning that the data sent to the card is often redundant and can be easily cached, and that the CPU no longer performs those tasks (and will instead be freed to perform software tasks like scene assembly and AI).

      As far as proprietary natures go, your post gets _way_ ahead of itself. The GeForce 256 will be accessible via OpenGL and DX7. Important extensions to API functionality are performed via review by the ARB and by Microsoft DX version revs. There is no indication that NVidia will deal with the additional capabilities of this chipset in a manner any different from the way multitexturing extensions were handled.

      In any case, "how you operate this geometry stuff" is via the OpenGL API, which has been "operating this geometry stuff" in higher-end equipment for some years now. The ability to render high-polygon models in real-time is truly a revolution; not only are texture-mapped low-poly models unsuitable for a wide rage of visualization tasks, they are simply inferior to high-poly models in terms of realism, flexibility, and reusability. From a development perspective, it has little or nothing in common with GIF patent/licensing issues.

      One last note: if this "reeks of demo", there's a very good reason for it. It _is_ a demo, designed to demonstrate the capabilities of the chipset. It is neither a benchmark nor a source-level example of _precisely_ how the card behaves. You'll likely have to wait for the silicon to ship before you have either. Whether or not "vanilla OpenGL" was used for the demo is irrelevant, since OpenGL is an API and does not specify a particular software implementation. Implementation is the purpose of _drivers_.

      MJP

      --
      Don't try that "protecting the children" shit you people use to keep the tits and bad words off my TV. --Seanbaby
  38. Big performance by be-fan · · Score: 0

    For those of you who doubt NV10's performance improvement, take a look at the workstation front. Even with Dual PII 400s, a card with a gamma geometry processor, is much faster (in medium textured scenes) than the Evens and Sutherland chipsets, which, although they have higher fill-rate, don't have geometry acceleration. A playstation kicks a P100s ass even though the main CPU is 1/3 the speed. Its becuase the playstation has HW geometry acceleration. In any case, HW acceleration will also benifit OpenGL, now truespace will run faster than ever!!! BTW- You guys have managed to /. blue's news and the link in the article.

    --
    A deep unwavering belief is a sure sign you're missing something...
  39. Voice of experience? by Stiletto · · Score: 1

    There were no 3D games bfore D3D. No one had cards.

    That's funny... I remember playing Wolf3D and DOOM before Direct3D was even a glimmer in Microsoft's eyes.

    1. Re:Voice of experience? by Anonymous Coward · · Score: 0

      :) Doom and wolfenstien were 2D Quake was the first 3D game. Don't remember that you can only see models in doom/wolfenstien from 6 angles?

    2. Re:Voice of experience? by Stiletto · · Score: 1

      Like I said in the other thread, although the characters and items were 2D sprites, the actual map you ran around in was drawn with a (albeit software) 3D renderer.

  40. Voice of Experience? (take two) by Stiletto · · Score: 1


    Posted that lastone when I was only halfway done flaming:

    There were no 3D games bfore D3D. No one had cards.

    That's funny... I remember playing Wolf3D and DOOM before Direct3D was even a glimmer in Microsoft's eyes.

    People use Glide rather than D3D 'cos it's way faster. Speed really is all that matters ...

    You've got to be kidding. Would you mind explaining how one API can be faster than another? Sure, a driver or hardware can be faster, but an API is just a specification. People use whatever API that will get the job done. If the job is to only support 3DFX cards, they use Glide. If the job is to support a number of cards, they use D3D. If the job is for portability, the use OpenGL.

  41. RE: Nvidia Grunts on 'Today Show' by net_shade · · Score: 1

    For any out there that have been complaining, please allow me to shed a silent tear. The endless masses of consumeroids have their morning tranquility of force fed corporately altered news interrupted by video card enthusiasts ( or paid off placard wavers ). Rats.

    --
    "I could float off the floor if I wished to. But I do not wish to because the Party does not wish me to." - Abridged,
  42. PSX2 is still about 10 time faster than this card. by Anonymous Coward · · Score: 0

    And that about sums it up.

  43. Still triangles by Anonymous Coward · · Score: 0

    At that rate wouldn't it be better to add more expressive primitives than polygons, like bezier surfaces and ellipsoids. Seems to me that this is another engineering solution: to get better 3d just add more polygons and make it faster. Surely there's another option. BTW, Does it support environment mapped bump mapping ?

    AC
  44. No hardware bumpmapping? I'll pass. by Anonymous Coward · · Score: 0

    The G400's Bump Mapping is just too pretty to give up. Sorry.

    1. Re:No hardware bumpmapping? I'll pass. by Anonymous Coward · · Score: 0

      GeForce does dot-product bump mapping (also known as true bump mapping) which is superior to environment bump mapping. Everyone would do dot-product bump mapping if they had the hardware to perturb geometry normals in real-time.

  45. How do you pronounce "GeForce" anyways? by Anonymous Coward · · Score: 0

    I think I'm going to have to vote "Gay Force". :)

    1. Re:How do you pronounce "GeForce" anyways? by Aqualung · · Score: 1

      No way... every true fan knows it's pronounced "Gatchaman" ;-)
      ----
      Dave
      All hail Discordia!

      --

      - Dave
    2. Re:How do you pronounce "GeForce" anyways? by m3000 · · Score: 1

      G Force

  46. You a racist too? by Anonymous Coward · · Score: 0

    Hmph.

  47. Re:No linux info. by Skip666Kent · · Score: 1


    Is there a way to filter out Hemos stories?


    Yes. Get a login/password, click "preferences" and filter away.

    --
    **>>BELCH
  48. Re: Nvidia Grunts on 'Today Show' by Anonymous Coward · · Score: 0

    video card enthusiasts????? please, you insult both of us. The point was, they were rude, intimidating, unwanted and inappropriate. Maybe you are a gangsta. I kinda doubt it tho.

  49. Ray-tracing by ForceOfWill · · Score: 1

    I'm still waiting for real-time ray-tracing. Once you look at a ray-traced image, every time you look at polygons you'll say "Yuck, what's that?" I have to say, though, that those textures and bump maps almost make up for it. Go get POV-Ray and see what I mean.


    --

    --
    Seeing is believing; You wouldn't have seen it if you didn't believe it.
    1. Re:Ray-tracing by /dev/niall · · Score: 1
      I'm still waiting for real-time ray-tracing. Once you look at a ray-traced image, every time you look at polygons you'll say "Yuck, what's that?" I have to say, though, that those textures and bump maps almost make up for it. Go get POV-Ray and see what I mean.

      I'm asking, not baiting here ... how do you animate ray-traced images? Re-trace every frame?

      --
      --
    2. Re:Ray-tracing by gsaraber · · Score: 1

      yep you would have to re-raytrace the whole scene, there might be some optimisations, but not much ..
      btw. just like you would re-render the whole scene every frame in a game, quake etc. send the whole scene to the card every frame.

    3. Re:Ray-tracing by gsaraber · · Score: 1

      forgot :-)
      But raytracing is VERY parallelizable, you can have one cpu per pixel, I believe a company called "division" (.co.uk) did something in this area.
      they called it "smart memory".
      Realtime raytracing could be the next big thing in computer graphics, but games need to be totally rewritten, you can't use openGL anymore because raytracing can use primitives like spheres, planes, cylinders and yes triangles, openGL doesn't support this.
      It would require some major hardware advances, if you want to realtime raytrace a 640x480 image using one cpu per pixel, it would require 302700 cpus that can do some very fast floating point operations.

      btw I'm very interested in realtime raytracing, but I think it'll be a while before it's a reality.

    4. Re:Ray-tracing by /dev/niall · · Score: 1
      yep you would have to re-raytrace the whole scene, there might be some optimisations, but not much .. btw. just like you would re-render the whole scene every frame in a game, quake etc. send the whole scene to the card every frame.

      It's been years since I've played with POV, but given the amount of time it took to trace relatively simple constructs wouldn't this be a bad idea? You're not just re-displaying a 3 dimensional object from a different perspective, you're recreating the object each time the perspective changes.

      Caveat: I have little clue and I'm looking for enlightenment. If I'm not making sense please correct me!

      --
      --
    5. Re:Ray-tracing by gsaraber · · Score: 1

      --
      It's been years since I've played with POV, but given the amount of time it took to trace relatively simple constructs wouldn't this be a bad idea? You're not just re-displaying a 3 dimensional object from a different perspective, you're recreating the object each time the perspective changes.
      --
      Yes you are correct, you COULD re-raytrace just the object that moved however, the trick is to figure out what pixels are affected by the moving of the object.
      For example the object could have been casting one or more shadows, those "shadow" pixels need to be re-raytraced, also if you could/can see the object before/after the move in some other reflective surface you have to re-raytrace those as well.. etc.

    6. Re:Ray-tracing by /dev/niall · · Score: 1
      btw I'm very interested in realtime raytracing, but I think it'll be a while before it's a reality.

      ;) Thanks. After reading your original post I was all "Wow! That's possible!? Great!". You've just popped my bubble too. ;)

      --
      --
  50. Yea! How many pixels on a G-string anyway? by Anonymous Coward · · Score: 0


    despite the boring hype, hype, hype, this is not a plasma-TNT.

  51. BM _IS_ in, as well as HT&L for DX7 by Anonymous Coward · · Score: 0

    Bump Mapping is supported in hardware, problem is, only for DirectX. The geometry support is already in OpenGL 1.2 and DirectX 7

  52. Bad news for Intel! by Anonymous Coward · · Score: 0

    The reason that this product is revolutionary is not so much because of the suggested performance increases (which I agree is evolutionary), but because for the first time consumers will be liberated from the requirement to upgrade their CPU/Computer every year to play the latest games. As the video card takes most of the load off of the CPU, simply replacing the graphics card will provide a effective upgrade path for gamers. This really removes one of the main reasons why non-business PC users need to purchase ever-faster machines, which is bad news for Intel (and Dell, etc.), isn't it?

    1. Re:Bad news for Intel! by BeanThere · · Score: 1

      I think game programmers will always find something cool to do with those spare cycles - we'll probably see them going to improved AI, improved physics models etc. The emphasis will probably shift slightly away from the "cool envelope-pushing graphics == cool game" mindset, toward a "cool game == cool game" mindset. I guess? Today, a "good game programmer" may mean "good 3d programmer"; this will probably change slightly in the future; although games will always still have 3d, less development time will be required to get the 3d stuff working fast.

  53. Wrong by Anonymous Coward · · Score: 0

    GeForce has hardware bump mapping, it's *real* bump mapping uses perturbed normals and dot-products, not faked tricks. Perturbed normals look better than even environment mapped bump mapping. Secondly, D3D is a non issue. First of all, DirectX7 is *fast* Second, the games most likely to take advantage of geometry acceleration first will be OpenGl based. Glide sucks. OpenGL is way more open and cross platform. Third, 3dfx can't defeat everyone in fillrate. They are bound by the speed of available ram which is maxing out at 200Mhz. All they can do is start using multiple pixel pipelines like NVidia and Savage. But to beat NVidia, they'd have to use a 512-bit or 1024-bit architecture (8 or 16 pipelines) which unfortunately, is difficult with the current manufacturing process (.22 or .18) So I'm sorry to say, the Voodoo4 is not going to kick anyone's butt in the fillrate department. (and super-expensive Rambus ram won't help them either) Fifth, the triangle rate increase is 3-4 up to 10x as much, and many games like Team Fortress 2 or Messiah are using scalable geometry (the original 50,000 polygon artwork is used and scaled dynamically based on processing power and scene complexity) Sixth, the hardware lights are in ADDITION TO regular lightmap effects and will give much better dynamic lighting effects than Quake's shite spherical lightmap tweaking technique. 3dfx is incompetent and no longer the market leader, and their anti-32bit color, anti geometry, anti-everything-they-cant-implement marketing is tiresome, along with 3dfx groupies who continually praise the company for simply boosting clockrates on the same old Voodoo1 architecture. Both S3 and NVidia have introduced cards with the potential to do hardware vector math at 10x the speed of a PentiumIII, without the need to ship all the 2d transformed data over the PCI/AGP bus, and they have done it at consumer prices. I'm sorry, but increased fillrate doesn't do it for me anymore. It's still the same old blocky characters but at 1280x1024. They look just as good if you display them on a TV at 640x480. What's needed is better geometry, skeletal animation, wave mechanics, inverse kinematics, etc everything that geometry acceleration allows you to do (NVidia, S3, Playstation 2)

    1. Re:Wrong by Anonymous Coward · · Score: 0

      What TV/console system supports 640x480?

  54. Wrong by Anonymous Coward · · Score: 1

    GeForce has hardware bump mapping, it's *real* bump mapping uses perturbed normals and dot-products, not faked tricks. Perturbed normals look better than even environment mapped bump mapping.

    Secondly, D3D is a non issue. First of all, DirectX7 is *fast* Second, the games most likely to take advantage of geometry acceleration first will be OpenGl based. Glide sucks. OpenGL is way more open and cross platform.

    Third, 3dfx can't defeat everyone in fillrate. They are bound by the speed of available ram which is maxing out at 200Mhz. All they can do is start using multiple pixel pipelines like NVidia and Savage.

    But to beat NVidia, they'd have to use a 512-bit or 1024-bit architecture (8 or 16 pipelines) which unfortunately, is difficult with the current manufacturing process (.22 or .18)
    So I'm sorry to say, the Voodoo4 is not going to kick anyone's butt in the fillrate department.

    (and super-expensive Rambus ram won't help them either)

    Fifth, the triangle rate increase is 3-4 up to 10x as much, and many games like Team Fortress 2 or Messiah are using scalable geometry (the original 50,000 polygon artwork is used and scaled dynamically based on processing power and scene complexity)

    Sixth, the hardware lights are in ADDITION TO regular lightmap effects and will give much better dynamic lighting effects than Quake's shite spherical lightmap tweaking technique.

    3dfx is incompetent and no longer the market leader, and their anti-32bit color, anti geometry, anti-everything-they-cant-implement marketing is tiresome, along with 3dfx groupies who continually praise the company for simply boosting clockrates on the same old Voodoo1 architecture.

    Both S3 and NVidia have introduced cards with the potential to do hardware vector math at 10x the speed of a PentiumIII, without the need to ship all the 2d transformed data over the PCI/AGP bus, and they have done it at consumer prices.

    I'm sorry, but increased fillrate doesn't do it for me anymore. It's still the same old blocky characters but at 1280x1024. They look just as good if you display them on a TV at 640x480. What's needed is better geometry, skeletal animation, wave mechanics, inverse kinematics, etc everything that geometry acceleration allows you to do (NVidia, S3, Playstation 2)

  55. Perhaps, but.. by Anonymous Coward · · Score: 0

    Do you enjoy upgrading your system every 8 months just to play the latest games? That's the appeal of consoles, that you don't have to buy new equipment every then and now and, if you're using Windoze, worry that the system will crash in the middle of gameplay.

    1. Re:Perhaps, but.. by Anonymous Coward · · Score: 0

      It is worth it to play good games.

  56. Re: 480 Mpixels NOT 480Mtexels by Anonymous Coward · · Score: 0

    Can't you read? The card does 480Mpixels/sec at only 120mhz clock. At 200Mhz clock, it would do 800Mpixels/sec. The GeForce also does multitexturing, so it does 960Mtexels/sec minimum. (2x pixel fill rate) And this is at 32-bit color. The Voodoo3 sucks by comparison.

  57. Geometry accel by Anonymous Coward · · Score: 0

    So, how does it compare to a professional card
    like 3Dlabs Oxygen GVX1 :

    GVX1:
    16 Lights
    4.75M triangles/sec
    115M pixels/sec

    GeForce :
    8 Lights
    15M triangles/sec
    480M pixels/sec

    Maybe this chip has a life outside 3D gaming ?

  58. Bump mapping by Quikah · · Score: 1

    I see a lot of people disappointed in the lack of bump mapping. I wonder however if you will need bump mapping with this card. Just make your models with more polys. I think that is why nvidia let off this feature, they want people to make higher poly count models instead of cheating with a bump map. Will it look better? We shall see.

    --
    Q.
    1. Re:Bump mapping by SonicRED · · Score: 1

      Better check the spec list again buddy. Bump mapping is there. In fact there are 3 different types of bump-mapping. "Will it look better?" The specs speak for themselves. This thing is revolutionary.

  59. Re:PSX2 is still about 10 time faster than this ca by Anonymous Coward · · Score: 0

    No!! The GeForce256 will be 100x faster than the PS2!! PS : I get my specs from the same place you get your specs (from my ass)... If you're gonna post something like that, at least give your source or reasoning.. jeez.

  60. MS did *standardize* 3D by nwalker · · Score: 1
    Microsoft may not have invented 3D, very obviously - but they did standardize it. As much as everyone would love it if games used OpenGL, for the most part, they don't (Quake being a notable exception). 3D gaming didn't take off until Direct3D brought 3D to the masses.

    It's too bad we couldn't have made a solid, open 3D game API spec before MS gave the world its proprietary version. OpenGL is portable, but writing an OpenGL driver is pretty much a bitch. Direct3D may be annoying to program to, but the drivers supposedly aren't quite so hard to write.

    It's really too bad we don't have something like Glide (really easy to program to), but open, not 'only 3dfx' crap.

    1. Re:MS did *standardize* 3D by pong · · Score: 1

      > It's really too bad we don't have something like Glide (really easy to program to), but open, not 'only 3dfx' crap

      That's a common but very misguided opinion. Glide is a rasterization only API and is pretty much rendered obsolete by the addition of transformation and lighting to the hardware. Of course Glide could be extended to encompass this part of the pipeline as well, but what would be the point - OpenGL already does that. With DX7 D3D will get there too.

    2. Re:MS did *standardize* 3D by Cyberfox · · Score: 1

      Greetings,

      It's too bad we couldn't have made a solid, open 3D game API spec before MS gave the world its proprietary version. OpenGL is portable, but writing an OpenGL driver is pretty much a bitch. Direct3D may be annoying to program to, but the drivers supposedly aren't quite so hard to write.

      Write one before you say that.

      Direct 3D driver development sucks rocks hard sideways through moosecock. Can we say Win16 lock boys and girls?

      Worse yet, their insane spec tries VERY HARD to encourage hardware developers to directly support the D3D vertex formats in hardware... Gosh, think that's another attempt to underhandedly force people into a Windows-specific driver model?

      OpenGL is miles and miles and miles (...) cleaner to build a driver for from an engineering perspective. You don't feel like cold oobleck is dripping down your spine, settling in your stomach, making you want to throw up, as you look at yet another intel-specific, windows-optimized, putridly hacked up, COM-based, piece of garbage sample code.

      I'd curse very heavily here, but people might not get the point if I did. Saying that D3D drivers ...aren't quite so hard to write. is a whopping, cart-creaking, truly awful smelling load of manure.

      Cyberfox!

  61. Geometry processing by Anonymous Coward · · Score: 0

    It is the first consumer card with hardware geometry acceleration.

  62. This isn't new by Anonymous Coward · · Score: 0

    They have been using cards to provide graphic displays for years. Geesh, put away your teletypes.

    1. Re:This isn't new by Anonymous Coward · · Score: 0

      Idiot. People have been using the occular graphic processors for millions of years. Even when they were tree-climbing crap-flingers. Where have you been?

    2. Re:This isn't new by Axe · · Score: 1

      People have been using the occular graphic processors for millions of years

      Your people are not my people, apparently... My people have not been around that long..

      Apes among us :)

      What is the fill rate of the human eye??

      --
      <^>_<(ô ô)>_<^>
    3. Re:This isn't new by Anonymous Coward · · Score: 0

      Before apes, the small lemur like mammals et al. They were not very good crap flingers, but they tried.

      6.5 million photoreceptors * 70 = 455 PPS

      I'm better than a Playstation 2, but I can't get anybody to port any games over. :-)

  63. More comments by aheitner · · Score: 2

    It's perfectly possible to do 3D in software. It's even somewhat more interesting, since you're not bound to and 3D card's paradigm. Software is where you get cool stuff like true voxels etc...

    Glide probably wasn't out before DX3, but DX3 was pretty much useless (only a very minimum 3D API) so Glide may have beaten anything useful, tho not by much...

    ------------------------

    Replying to another comment:
    No, an API cannot be faster. But an implementation can. And an API's design can affect an implementation. In any case, Glide (the implementation) is a hell of a lot faster than D3D (the implementation), as per my original comment.

  64. ...but can it do enviromental bump mapping by Anonymous Coward · · Score: 0

    The next 3dfx card and the current matrox g400 max support enviromental bump mapping and the difference in visual quality is quite impressive. Maximumpc did an article and showed on teh Maxtrox G400Max and it was the prettiest card they have ever seen. They also showed a pic of a game that used enviromental bump mapping and the water looked real with reflections and transparancies that looked like it was taken from the film toy story. Unless this card support this feature, I am not going to buy it. The reason why is no video game out there will support the huge amounts of triangles unless every card can handle them. The game would have to be practically rewritten from scratch for the higher triangle count. As a programmer I can't find any way around this because of the meshes have to be written from scratch and whole levels would have to be rewritten just for use on this card. I heard the new 3dfx card is going to have other features as well like bluring and moving effects and I excpect the card to perfrom on par if not higher then this card. I am deffinetly putting off buying a new pc until this christmas with my 1GHZ k7, 256 133mhz sdram, 48 gig hard drive and my new dual voodo4 and nvida 256 video card. Now lets hope xf86 4.0 will be out as well as kernel 2.4 so I can have cool usb 3d audio in linux as well as true hardware accerlation under xwindows with the new tcp/ip stack that can finally beat NT's. I bet the average computer in just 4 to 5 months will be twice as fast with all these new video cards and memory technologies coming out in this fall. THe 133 mhz ram should put the k7 even further ahead the the p3 in performance numbers.

    1. Re:...but can it do enviromental bump mapping by Jherico · · Score: 2
      The reason why is no video game out there will support the huge amounts of triangles unless every card can handle them. The game would have to be practically rewritten from scratch for the higher triangle count. As a programmer I can't find any way around this because of the meshes have to be written from scratch and whole levels would have to be rewritten just for use on this card.

      First off, I don't take this it as a given that just because you can't figure out a way to represent the meshes with variable levels of detail, that no one can. In fact, its my understanding that Quake 3 implements curves in a way that allows them to be retesselated to higher polygon counts depending on the graphics card and speed of the system. Second, even if a company didn't want to implement something like that in their engine, its not inconcievable that multiple environment resolutions could be placed on the game media. Many games already come with low and high quality sound samples to account for the wildly varying quality of sound cards out there.



      --

      Jherico

      What can the average user can do to ensure his security? "Nothing, you're screwed"

    2. Re:...but can it do enviromental bump mapping by Anonymous Coward · · Score: 1

      I suppose you aren't familiar with the game 'messiah'. They've written a new engine that performs real time deformation and tesselation to keep whatever hardware you have running at 100%. When too many polys are on the screen at once, and the framerate starts to drop, some of the models are tessellated. When a single object takes up a large portion of the screen it's polygon count shoots up. That's the only game I know of that can already use the power NV10 offers.

    3. Re:...but can it do enviromental bump mapping by Mithrandir · · Score: 1
      The reason why is no video game out there will support the huge amounts of triangles unless every card can handle them. The game would have to be practically rewritten from scratch for the higher triangle count.

      Obviously you haven't heard of implicit surfaces. You know, those things like B-Splines, NURBS et al. Describe a surface by a series of control points and then tesselate according to your performance requirements. Start off with a low figure, or do benchmarking when first installing the game then use this info to up the number of triangles until you hit the frame rate/quality level ratio you want. Very simple, very old technique. I s'pose you haven't heard of the Teapot either.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    4. Re:...but can it do enviromental bump mapping by luther2.1k · · Score: 1

      I agree that this feature is high on my list too; I'm sure he's aware of all the implicit techniques out there but bare in mind that smooth cubic urfaces are one thing but random relief detail (i.e. drawn by an artist as textures tend to be) cannot be so easily represented by any higher order surfaces that spring to mind; Also, using environmental bump mapping (or a more accurate technique that perturbs the normal) you can save on polygon bandwidth and add the illusion of greater quality at greater speed, which is what I want from a 3d card.
      Maybe in the future we'll have cards that do what softimage does and take a bump map and convert it into some sort of polygon representation, only on the card itself and then we would have silhouette edge detail as well (you could do that by finding the edge polygons and only splitting those).
      For now, environment bump mapping and hardware t&l seem to be the best route.
      The next card I buy will have both and probably more.


      Tim

    5. Re:...but can it do enviromental bump mapping by Phil+Wilkins · · Score: 1

      ...and just maybe it'll be out by the time the NV10 hits the bargain bins....;)

  65. performance by Anonymous Coward · · Score: 0

    >Physically, nVidia's GeForce 256 is a .22-micron >chip packed with 23 million transistors and can >crunch 50 Gigaflops of floating point >calculations. Huh? How is this possible? That's more computing power than many multimillion dollar supercomputers today -- and all in one chip!

    1. Re:performance by Anonymous Coward · · Score: 0

      Think of how the non-parallel pipeline in a CPU works: you stuff an FLOP instruction in one end, then 50 or 100 clock cycles later you get an answer out; each piece of the FLOP pipeline is active at only one clock cycle while executing the instruction. With GeForce, at each clock cycle you keep stuffing in new instruction to do operations in parallel through the whole pipeline.

    2. Re:performance by pek · · Score: 1

      Suppose the chip runs at 500Mhz (just for the sake of argument), then it would have to retire 100
      floating point operations per cycle to reach
      50GFLOPS. I *DON'T* thinks so.

    3. Re:performance by AndrewHowe · · Score: 1

      You should consider thinking again. These chips are *massively* pipelined. There are indeed hundreds of floating point operations being performed every cycle. What do you think 23 million transistors are up to?

    4. Re:performance by pek · · Score: 1

      How does pipelining help you retire more than 1 instruction per cycle? I'm sure that it is heavily pipelined, but AFAIK that only helps with reducing the CPI if it is larger than 1. I'm also sure that the chip is superscalar but 50GFLOPS sounds unrealistically high, the Fuzion 150 runs at 200Mhz, is MP SIMD with 1500+ processing elements and still does approx. 3GFLOPS.
      You'd also need to have 200-300GB/s bandwidth to sustain that kind of speed (assuming a modest 16 bit-sized floats).

  66. performance by Anonymous Coward · · Score: 0

    "Physically, nVidia's GeForce 256 is a .22-micron chip packed with 23 million transistors and can crunch 50 Gigaflops of floating point calculations."

    Huh? How is this possible? That's more computing power than many multimillion dollar supercomputers today -- and all in one chip!

  67. MAE LING MAK NAKED AND PETRIFIED by Anonymous Coward · · Score: 0

    Thank gosh Segfault's back!

  68. GeForce name by Alowishus · · Score: 1

    I know nVidia had a public contest to pick the name for the NV10 chip. And GeForce is the result???

    Sheesh... what's next - a website about the chip named GeSpot?

  69. Bumpmapping? by Anonymous Coward · · Score: 0

    Dude. Did you see the screenshot of that tree this thing was rendering? I don't think i really give a damn about hardware bumpmapping if it can render scenes like that.

    1. Re:Bumpmapping? by Anonymous Coward · · Score: 0

      Screw that. My 486 with a 2d card can render that scene. The issue is frameRATE. How FAST can it render that scene? I don't see any numbers regarding it.

  70. Of course it does! by Anonymous Coward · · Score: 0

    Dumbass. Double something a finite number of times and you can hit infinity. (I know you're prolly kidding but I just got a math degree I can't help myself)

    1. Re:Of course it does! by John+Allsup · · Score: 1

      Double infinity a finite number of times and you hit infinity...

      And it doesn't even need the Axiom of Choice to prove... (If you take AC, then you simply observe that there is a limit ordinal less than or equal :-)

      Alternatively, do anything with a set that doesn't prevent it being a set and you can never hit 'Absolute Infinity'.

      So there...

      <SmugMode>

      :-)

      :-))

      :-)

      :-))

      :-)

      :-))

      </SmugMode>


      John
      --
      John_Chalisque
  71. What kind of bump mapping? by nwalker · · Score: 1

    Every current chipset supported bump mapping via crappy emboss algorithms. What it comes down to is image quality - we'll have to wait and see when some more pics come out of nVidia.

  72. Alpha 21264! by 2Contrary2Die · · Score: 1

    Didn't DEC demonstrate an Alpha system doing
    near real time ray-tracing? I think it was
    around the time the Compaq merger was finalized.

    Man I wish I had the link.

  73. This chipset is something special by Jish · · Score: 1
    I think the people who are talking this down as something that is not revolutionary should read a good full review first. Check out:

    The review on this tweak3d mirror

    Josh

  74. Re:Feature Article-supreme. by Anonymous Coward · · Score: 0

    Not a bad article. 1)How does the technology in this chip compare to what is in the sega dreamcast which uses the nec chip. Supposedly it did lighting, shadows,fog better and was suppose to scale well. 2) Waiting for someone to come out with a super chip that handles the ai and physics. 3) Wonder what it'll run price wise when it hits the market.

  75. Re:Enviromental Ray-tracing by Anonymous Coward · · Score: 0

    Actually there's a step up from ray-traced were you not only figure the influnce of the surface properties of objects. But also the properties of the enviroment(air) that the ray is traveling thru(fog,dust,etc). Yes there's a word for it, shame I can't remember it too.

  76. Re:PSX2 is still about 10 time faster than this ca by PenguinDude · · Score: 1

    Do you have a Playstation 2?
    Do you also have a GForce256?
    Do you have actual numbers to prove your point?
    Do you REALIZE just how fast 10x really is?

    Didn't think so.

    Please, don't post something if you have absolutely no clue as to what's going on.

  77. Enlightenment by Anonymous Coward · · Score: 0

    Imaging Enlightenment running full-feature mode on this chip. Add plenty of geeks and watch the drooling start.

  78. Release Dates, Other Info by Anonymous Coward · · Score: 0

    Well, here is some inside info that I was able to dig up. * The NV10 can do q3test (windows) 1600x1200@37fps. * Official testing site benchmarks won't be released until September 13th. * Creative Labs has a stock of boarda already and will release the store to start selling on Septmeber 24th. * Specs will follow within 2-3 months of release date. * Creative Labs will have a 2 week head start on most of the other manufacturers

  79. Release Dates, Other Info Part 2 by Anonymous Coward · · Score: 0

    * OEM support will be announced on the 6th of September I hope this is enough info, I'll keep digging.

  80. Hardly new technology by Anonymous Coward · · Score: 0

    Man, when I was writing arcade games 4 years ago we were using a card that had hardware accelerated everything on it. All the cpu had to do was physics and gameplay calculations.

    Its just like Intel ripping off ideas from Crays. What were expensive, high-speed hardware features in yesterday's supercomputers are now standard features in todays PCs.

    -Shaka

  81. Uh, nice...but cmon, how about a SHIP DATE? :) by Any_doom?_a_cow_runs · · Score: 1

    I'm rather sick of all the hype, and such...

    WHEN DOES IT SHIP? My $ is on mid 2000 at best.

    I'm sick of all the 3D card companies doing this, Nvidia is no exception. (case n point, TNT: delays, and its specs got downgraded quite a damn bit) At least TNT2 is nice, plenty of selection. Its closer to what the original TNT specs called for though, just overclocked.

    3dfx has delivered in the past with specs and inside timeframes, but OPS no 32bit for V3, even though everyone wants/needs it.

    Matrox brings out kickass g400...but just try to buy one, especially dualhead [main selling point] and even more so the max [the one that is always quoted in benchmarks] (sarcasm) I guess there were so many damn reviews they ran out of stock. (/sarcasm) The max is "9/9/99" anywhere you look for it (which is the THIRD date given so far) oh yes you could have preordered (overpaid) and *maybe* ogtten one but sheesh! get real. The dualhead is a pain in the butt to find, the retail version even harder. Plus, expect to pay $30 more than you should.

    ATI? Bleh. Too slow. They sold 'fake' 3D chipsets in the past for too long for my taste anyway.

    S3? Bleh. Too slow. Too late.

    Anonymous Coward, get it? :)

    --

    Anonymous Coward, get it? :)
    Not bad spelling, bad typing
    1. Re:Uh, nice...but cmon, how about a SHIP DATE? :) by Anonymous Coward · · Score: 0

      umm, a couple posts above you someone mentioned a release date of Spetmeber 24th. In other words, I'll be at Fry's on the morning of the 24th waiting for my GeForce256. If you want a G400 MAX or G400 Dual head, go to http://www.pcprogress.com !! I just ordered mine today (tuesday) and it has been shipped already and will arrive thursday morning. (NO I don't work for them)

  82. radiosity by Anonymous Coward · · Score: 0

    radiosity

  83. I thought they settled that? (was:Linux Support?) by DragonHawk · · Score: 1

    While the original release of the NVidia drivers were obfusciated (run through the C preprocessor before the source was released), that was due to a lawyer popping up and causing trouble at the last mintue. I was under the impression that the next release after to XFree86 provided regular source code.

    Am I wrong?

    --

    dragonhawk@iname.microsoft.com
    I do not like Microsoft. Remove them from my email address.
  84. 3Dfx is the Micro$oft of the graphics world by DragonHawk · · Score: 1

    I really dislike 3Dfx. Sure, their cards have always been with the pack leaders in terms of performance, but only *if* you use their propriatary, non-portable, unextensible GLide API. Their OpenGL performance is really bad. 3Dfx is extremely protective of their API, too. If you so much as look at it the wrong way -- lawsuit city!

    I really, really, *REALLY* hate propriatary APIs. It is like 3Dfx wants us back in the bad-old-days of DOS, where every program had to have its *own* drivers for every piece of hardware out there. If game XYZ didn't support your hardware, you were flat out of luck.

    Frankly, it looks to me like they started out as the market leader, but have since lost their edge, and are trying to keep their strangle-hold on the industry by locking people into an API they own. (Hmmmm, sound familar? *cough*Microsoft*cough*)

    No thank you.

    --

    dragonhawk@iname.microsoft.com
    I do not like Microsoft. Remove them from my email address.
  85. Re: FUD! by Dan+Guisinger · · Score: 1

    GeFORCE 256 hardware is not alpha hardware.
    The actual chips are released now to board manufactures.

  86. RE: frameRATE by Anonymous Coward · · Score: 0

    Well, considering all the reviewes I read on it so far, the demo was running real time (IE no obvious dropped frames) and then reviewer ran the same demo on their RivaTNT2 *ULTRA* and it crawled along miserably at 5 fps

  87. Tv/Console??? by Anonymous Coward · · Score: 0

    Um... when did he mention a Console????? Don't you have a TV-Out port on your video card? (Most TVs don't work at higher than 640x480)

  88. AGP 4X by Anonymous Coward · · Score: 0

    So, SGI's Cobalt still has twice the bandwidth, and UMA allows 800 MB of tex mem on the 320 and 1800 on the 540.

  89. Re:PSX2 is still about 10 time faster than this ca by Phil+Wilkins · · Score: 1

    > Do you have a Playstation 2?

    I'm afraid I couldn't possibly comment.

    > Do you also have a GForce256?

    It's probably in the post.

    I love being a games developer.

  90. price by Anonymous Coward · · Score: 0

    This chip is too expensive, $300, can buy a playstation2 w/ it. If it is that expensive to play computer games, I would dedicate my computer to do work and play game on a real game system

  91. Newsflash: It's not just aimed at gamers. by Chas · · Score: 1

    Look at the specs next to an Oxygen card.

    GVX1:

    • 16 Lights
    • 3.75M triangles/sec
    • 115M pixels/sec

    GeForce:

    • 8 Lights
    • 15M triangles/sec
    • 480M pixels/sec

    Think it might have a following in the professional rendering market?

    If PS2 ever arrives, it won't exactly look so great next to these systems. And, as with all things, the price will eventually drop on such cards. If the price is too steep, wait a bit, or buy a TNT2U in the interim.


    Chas - The one, the only.
    THANK GOD!!!

    --


    Chas - The one, the only.
    THANK GOD!!!
  92. illustrative purposes. by Amnesiak · · Score: 1

    I thought I stated those were illustrations. I could not get the high degree of tesselation that I wanted, I was just trying to ILLUSTRATE tesselation. And the screens are what they gave me. I saw textured, shaded, mapped models.

  93. Okay then....OOPS by Any_doom?_a_cow_runs · · Score: 1

    I checked them in the insane hope the prices were bogus and they'd have more stock.

    MATROX MATROX MILLENNIUM G400 16MB
    SGRAM AGP SINGLE HEAD
    MATMILG40016A $119.00

    Bleh, dualhead needed. /next

    MATROX MATROX MILLENNIUM G400 32MB
    SGRAM AGP SINGLE HEAD
    MATMILG40032A $178.00

    Bleh, again. /next

    MATROX MATROX MILLENNIUM G400 32MB
    SGRAM AGP DUAL HEAD OEM
    MATG400DU32A $189.00

    OEM. Card + Cardboard box and datzit. God damn pricey for that. In stock? Yep.

    MATROX MATROX MILLENNIUM G400 32MB
    SGRAM AGP DUAL HEAD RETAIL
    MATG400DU32AR $229.00

    Here we go, finally. OPS, its almost as much as the MSR for the max! In stock? No.

    MATROX MATROX MILLENNIUM G400 32MB
    SGRAM AGP DUAL HEAD MAX RETAIL
    MATG400DUMAXR $309.00

    YEAH RIGHT. Even matrox started at $279 and went down to $249. In stock? NOPE. I recall these guys now, once before they *claimed* they had it in stock on shopper.com, though in all reality even matrox hadn't shipped them yet to NE1 except those bastard reviewers.

    BTW, lets see how full of crap the 9/24 date is when that day comes and passes. You can quote me on that :)



    Anonymous Coward, get it? :)

    --

    Anonymous Coward, get it? :)
    Not bad spelling, bad typing
  94. Volumetrics by Anonymous Coward · · Score: 0

    Volumentric effects: as in the effect of the volume of air on the light.

  95. Re:The biggest questions we all have (OpenGL-drv.) by pointwood · · Score: 1

    NVIDIA has had pretty good OpenGL drivers since their Riva128 chipset - they are stable and fast - I don't think that is going to change, especially not now after the deal with SGI...

  96. Re:No linux info. by CelestialWizard · · Score: 1

    goto your preferences and say i dont want stories from Hemos

    i personally disagree with you, but if you dont like it, at least take the time to read the options available instead of wasting all of our time and the moderators time with it.

    not to mention Rob's servers (well, not anymore,.. but...)
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