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Creative Labs 3D Blaster GeForce 3 Ti200 review

 

Transform & Lightning

Perhaps the main attraction of the GeForce 3 is the new T&L Unit it's equipped with. Of most interest being that it is Programmable. That said, given the lacking amount of retail Games that support DirectX 8/8.1 T&L features I feel it prudent to not go into much more detail about this & instead insist you check out the articles on NVIDIA.com regarding it instead. That said, not to shrug it off by any means the technology is impressive & no doubt Games which truly support these features look astounding & this is a real leap over what was seen in the GeForce 1 & 2 (& Savage 2000, cough & ATI Radeon), though the latest Radeon range supports a higher revision of Pixel Shader support.

 

Anisotropic Texture Filtering

Anisotropic texture filtering is an advanced, high quality method of filtering textures. This provides significantly reduced texture aliasing & maintains texture sharpness over greater distances. The GeForce 3 Ti 200 supports up to 64 tap anisotropic texture filtering in both OpenGL & Direct3D (Although with the current 23.11 XP Drivers the filtering mode is not selectable via the Drivers, rather you must edit the Registry or use a 3rd party Application such as NVmax, shown below).

The screenshots beneath illustrate the effect each mode has on image. For reference Trilinear filtering is enable in all of the screenshots, along with the appropriate Anisotropic level. As regards the 64 Tap image the tear that can be seen in the screenshot does not exist in the Game itself (Not sure what actually caused it either as I could reproduce it everytime).

Trilinear Texture Filtering

16 Tap Anisotropic Texture Filtering

32 Tap Anisotropic Texture Filtering

64 Tap Anisotropic Texture Filtering

The image quality benefit is quite obvious & enhances the image a great deal, with much greater detail being visible as you can see. That said, there’s a frame rate penalty to get this improved texture quality. In the Performance section we’ll see just how much of a hit you could expect.

2D Quality

One of the nagging issues with the GeForce 1 & 2 was that of 2D image quality. Some Users got around this by taking a soldering iron to the Card itself. The problem essentially lay with the cheap RF filters used on the Cards themselves. The GeForce 3 sets out to change all this however & rather than using cost cutting methods like cheap RF filters, higher quality ones have been used this time. As a result the 2D quality has changed from poor depending on manufacturer & of course resolution/refresh rate) to good, although much like everyone else it’s not still as good as Matrox but that's to be expected.

 



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