|
Contact The Author
Wayne
Review Related Links
Elsa
PowerDVD
3DMark
2001
Vulpine
GLmark
GL Excess
Quake
3 Auto-benchmark utility
DroneZ
Mark
AMD
N-Bench
Final Reality
VillageMark
FreshDiagnose

|
|
Elsa
Gladiac 721TV-Out GeForce3 Ti200
|
|
Author : Wayne
Date : 30th December 2001
|
3DVelocity would like to
thank Elsa
for their help and courtesy in providing this graphics card
for review.

The Titanium 200 :
For
a more detailed look at the GeForce Titanium's individual features,
you can check out our review of the 721's big brother the 921DVI
reviewed HERE.
The only difference between the Ti500 and the Ti200 lies in
the core clock frequency. The Ti500 GPU runs at 240MHz while
the Ti200 is seemingly some way off that pace at 175MHz. We
know that the Titanium GPU scales quite nicely with core clock
speed so it's tempting to think that the Ti200's 65MHz shortfall
would seriously impact its performance. As we'll see later,
though not as fast as the 500 it's certainly no slouch and turns
in a surprising performance considering its apparent speed deficiency.
|
GeForce3 Ti 200
|
GeForce3 Ti 500
|
GeForce3
|
Graphics Core:
|
256-bit
|
256-bit
|
256-bit
|
Memory Interface:
|
128-bit
DDR
|
128-bit
DDR
|
128-bit
DDR
|
Fill Rate
|
2.8
Billion AA Samples/Sec.
|
3.84
Billion AA Samples/Sec.
|
3.2
Billion AA Samples/Sec.
|
Operations
per Second:
|
700
Billion
|
960
Billion
|
800
Billion
|
Memory Bandwidth:
|
6.4GB/Sec.
|
8.0GB/Sec.
|
7.396GB/Sec.
|

Here's a brief summary of the key features found
on the Titanium series GPUs.
Programmability:The nfiniteFX Engine
The GeForce3 GPU nfiniteFX Engine gives developers the
ability to program a virtually infinite number of special
effects and custom looks. Instead of choosing from the
same hard-coded palette of effects and ending up with
the same generic look and feel, developers can specify
personalized combinations of graphics operations to create
their own custom effects. Games and other graphics-intensive
applications offer more exciting and stylized visual effects.
Two patented architectural advancements enable the nfiniteFX
Engine's programmability and its multitude of effects:
Vertex Shaders and Pixel Shaders. Vertex Shaders inject
personality into characters and environments. The vertex
processing capabilities allow characters to show facial
emotions and materials to stretch, making the virtual
scene come alive.Pixel Shaders create ambiance with materials
and surfaces that mimic reality. Characters now have facial
hair and blemishes, golf balls have dimples, a red chair
gains a subtle leather look, and wood exhibits texture
and grain. By altering the lighting and surface effects,
artists are able to generate complex, realistic scenes. |
| |
3D Textures
Make hollow objects solid with true three-dimensional
material properties such as wood grain or marbling. Traditional
2D textures only describe the surface, but 3D textures
define the interior of the object too. A vein of color
that runs through a marble statue cannot be described
with a standard 2D texture because it runs through the
center of the statue and emerges on the other side. 3D
textures enable a host of other special effects that require
data to be stored in three dimensions, such as function
lookups for localized wind directions, volumetric fog,
or an advanced rendering technique called imposters that
can cache different views of objects to speed up rendering. |
| |
| Shadow Buffers |
| Another new feature of the GeForce3 Titanium
series, shadow buffers create realistic shadow effects
in real time. Enables self-shadowing for characters and
objects, and softens the edges of shadows for realistic
effects, adding depth to scenes and highlighting spatial
relationships between objects. |
| |
PERFORMANCE: LIGHTSPEED MEMORY ARCHITECTURE
The Lightspeed Memory Architecture brings power to the
GeForce3, delivering earth shattering performance and
fluid motion for even the most complex scenes. NVIDIA's
patented technology delivers antialiasing (AA) samples
at nearly four times the rate of the GeForce2 Ultra,
enabling high-resolution antialiasing (HRAA) with fluid
frame rates. Combine the nfiniteFX Engine and the Lightspeed
Memory Architecture, and the results are superior visual
effects and game play. No other technology provides as
much functionality. That's why the NVIDIA GeForce3 Ti
family is the reference platform of choice for both the
Microsoft® DirectX® 8.1 and the SGI OpenGL®
application programming interfaces (APIs), as well as
the technology foundation for the Microsoft Xbox
game console. GeForce3 Ti 500 and GeForce3 Ti 200 deliver
the most visually compelling and complete graphics experience
available today. |

|
GEFORCE3 Ti FEATURES
nfiniteFX Engine for full
programmability
Lightspeed Memory Architecture for
unmatched performance
Programmable Vertex Shaders
° Procedural deformations
° Programmable matrix palette
skinning
° Keyframe animation interpolation
° Morphing
° Fog effects: Radial, Elevation,
Non-linear
° Lens effects: Fish-eye, Wide-angle,
Fresnel effects, Water refraction
Programmable Pixel Shaders
° Phong-style lighting for per-pixel
accuracy
° Dot3 bump mapping
° Environmental bump mapping
(EMBM)
° Procedural textures
° Per-pixel reflections
HRAAhigh-resolution antialiasing
° Featuring Quincunx AA mode
Integrated hardware transform engine
Integrated hardware lighting engine
DirectX® and S3TC® texture
compression
|
Dual cube environment mapping
capability
° Reflection maps
° Accurate, real-time environment
reflections
Hardware accelerated real-time
shadows
True, reflective bump mapping
° Z-correct bump mapping
° Phong-style lighting effects on
bump maps with reflections
High-performance 2D rendering engine
° Optimized for 32-, 24-, 16-, 15- and
8bpp modes
° True-color hardware cursor with
alpha
° Multi-buffering (double, triple or
quad) for smooth animation and
video playback
High-quality HDTV/DVD playback
High-definition video processor
(HDVP) for full-screen, full-frame
video playback of HDTV and DVD
content
° Independent hardware color controls
for video overlay
° Hardware color-space conversion
(YUV 4:2:2 and 4:2:0)
° Motion compensation
|
° 5-tap horizontal by 3-tap
vertical
filtering
° 8:1 up/down scaling
° Per-pixel color keying
° Multiple video windows supported
for CSC and filtering
° DVD sub-picture alpha-blended
compositing
Operating systems
° Windows® XP
° Windows 2000
° Windows Me
° Windows NT® (all)
° Windows 98, Windows 95
° Linux Compatible
° Mac® OS Compatible
API support
° OpenGL 1.3 and lower
° DirectX 8.1 and lower
COMPATIBILITY
NVIDIA Unified Driver Architecture
(UDA)
Fully-compliant professional OpenGL
1.3 support for all Linux and Windows
operating systems
WHQL-certified for Windows XP,
Windows Me, Windows 2000,
Windows NT, and Windows 98
Complete Linux drivers
Mac OS |
Page 3- The Card
Home
Navigate to page : 1
:: 2 :: 3
:: 4 :: 5
:: 6 :: 7
:: 8 :: 9
:: 10
|