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Creative Labs 3D Blaster GeForce 3 Ti200 review

 

FSAA

The GeForce 3 was the first Graphics Card to support Multi-Sampling FSAA, as specified in DirectX 8 & the GeForce 3 Titanium 200 continues this tradition. The main benefit to this is that of performance. Modes available are X2, Quincunx & X4. In a rather odd twist the first 2 modes are RGSS, while the last mode is OGSS. Beneath are some screenshots of each FSAA mode (& none) in action in Return to Castle Wolfenstein.

No FSAA

X2 FSAA

Quincunx FSAA

X4 FSAA

As you can see the results are fairly ok, although Quincunx is rather blurry. That said the Voodoo 5 running at X4 FSAA still appears better overall (At least based on my experience with it).

Perhaps in the future NVIDIA, much like 3dfx did, will release (Or leak more likely) a Driver which has some manner of LOD Biasing slider to offset the Texture blurring that can be caused when using Quincunx & to a lesser degree the other FSAA modes.

 

Hidden Surface Removal (HSR)

The GeForce 3 features Hidden Surface Removal support, a feature that's been used in PowerVR's Kyro 1/2 range of Graphics Cards for quite some time now. Up until now none of the traditional 3D Rendering Graphics Cards have used this feature in Hardware though, although the ATI Radeon's Hyper Z technology was to some extent the first implementation, then 3dfx had a rather limited, BETA, CPU powered version available in certain OpenGL Games (Quake 3 1.17 basically). Although as discussed in another Guide, it involved the use of a good few workarounds to get working without causing much Rendering artefacts or other problems.

On the GeForce 3 HSR is referred to as Z-Occlusion Culling. This is a strangely odd name to use given NVIDIA’s liking for marketable terms, e.g. HRAA, T&L, GPU, APU, etc. Z-Occlusion Culling in comparison doesn't exactly roll off the tongue & ZOC would just be stupid. Perhaps this is because of the Power VR Graphics Cards out there which already use this & NVIDIA's need to disassociate them with using a similar feature.

HSR is performed via the Lightspeed Memory Architecture using 2 methods to perform the HSR. The first being the depth test, Z-Buffer values are compared to determine what is visible in a scene, i.e. pixels at the front of the screen will obscure pixels with a greater depth, behind them, e.g. If your viewpoint is looking against a wall, then any pixels behind that wall won't be visible through it. As such any non-visible scene elements are completely disregarded, only visible elements get sent onto the Framebuffer.

The second is the Occlusion Query. This tests whether triangles are hidden completely behind other triangles. As before, non-visible triangles are disregarded & play no further part in the rendering process.

The benefits of HSR are twofold. 1. Is that it allows for more efficient use of available Memory bandwidth. 2. Performance improvements offered by rendering only what is visible. That said this HSR is reliant on the rendering order of a scene (Front to back only), in Games that have a more random rendering order it’s essentially useless. Reportedly the ATI Radeon 8500 (& perhaps the original too?) isn’t rendering order dependent. Later on I’ll take a look at the performance of HSR on the GeForce 3 Titanium 200.

 



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