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    NVIDIA GeForceFX 5900 Ultra (Reference)

Product :

GeForce FX 5900 Ultra

Manufacturer :

NVIDIA

Reviewed by :

Wayne Brooker

Price :

N/A

Date :

June 13th, 2003.

 

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What's New?

Other than the move to DDR rather than DDR2 and the doubling of the memory bus to 256bits, and of course the new, quieter cooling, the big feature NVIDIA are touting for the 5900 Ultra is "UltraShadow" technology. UltraShadow, despite sounding like it involves creating more or better shadows, is actually employed to reduce the number of shadows that require calculating for any given scene. In fact it's the kind of "common sense" idea that you can't believe isn't already being done.

Effectively, Ultrashadow allows a developer to set a depth bound within any given scene in which shadows are calculated normally on the basis that they're important and will be seen. Anything outside this depth bound is essentially ignored. Now As to whether or not this works in current games without any extra code being added I'm guessing not as the white paper quite categorically states that "UltraShadow gives programmers the ability to calculate shadows much more quickly by eliminating unnecessary areas from consideration." Suggesting there needs to be definite parameters defined at the programming stage in order to take advantage of the technology.

On the subject of this kind of labour saving feature, I wonder if I'm the only one who gets kept awake at night thinking about ways that graphics rendering could be improved. Sad I know, but there are lots of things about current rendering technology that doesn't seem to make sense to a simple, untrained street urchin like me. For a start why are we still using Polygons? Surely for simple geometric shapes like the cube, sphere, cone, torus, cylinder and so on it would be considerably more efficient to define the size and shape as a mathematical function? This would remove the need for labour intensive tessellation routines as the size/distance changes. In short, why can't these simple shapes be dealt with as if they are single polygons rather than the sum of thousand of polygons? I realise this isn't possible with current hardware, and I would guess that at least a couple of "reference points" would have to be defined in order to accurately apply the texture and to calculate lighting values but it must be more efficient in the long run?

Then there's Anti-aliasing. I was playing NOLF2 last night when it struck me that even in the darkest of shadows the GPU was sweating away anti-aliasing edges that were so low in contrast you could barely make them out. Why can't we have a smart anti-aliasing routine that only works on pixels when the neighboring pixels are sufficiently different in contrast, perhaps with a slider to set the threshold for that contrast difference? This would mean that a light edge against a light background would be ignored while a dark edge would be anti-aliased fully.

Finally, is it time we saw framerate capping? Above say 120fps I'd sooner see my card's power diverted to increasing image quality rather than increasing the framerate to 200 or 300fps. Using this scheme you could lower the framerate ceiling and if needed the detail levels and know that in scenes that don't tax your GPU and the framerate ceiling is reached your drivers are dynamically increasing detail level on the fly. Let's face it, it's when the action is at its lowest that we tend to be admiring the scenery anyway so it makes sense. Hey, I haven't had a rant for quite a while so I'm due one :)

Let's look at the card I'm testing:

 


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