|  
                               GeForce
                              4 Ti4200 64mb 3D Card 
 
                              Manufacturer:   NVidia  
                                Purchasing: nvidia
                              website (for a list of distributors only) 
                                Reviewed:  30th June 2002 
                                
                              Introduction 
                              For a long time
                              now NVidia have been the top-dogs of the consumer
                              3D-card market. Their current line of GeForce
                              cards (going 2 years back to the GeForce 1) have
                              consistently beaten the competition, and won rave
                              reviews the world over. 
                              For the last 18
                              months it was looking like the 3D Card market was
                              closing down to being a war of two sides - ATI and
                              NVidia. However, in recent months announcements
                              from Creative and Matrox have indicated that the
                              war is going to be heating up once more. Also,
                              with the Radeon being a fully featured DirectX8.1
                              graphics card NVidia's GeForce series may be
                              seeing it's first big challenge... 
                              It's
                              all about programming 
                              As
                              mentioned, Creative and Matrox have signaled their
                              intent to move back into the consumer market, but
                              what they have to offer has yet to be seen. ATI
                              and NVidia have both been pioneering and
                              developing their latest graphics cards around a
                              programmable core - shaders. The Radeon 8500 and
                              the GeForce 4 are both companies second attempt
                              with this approach (the Radeon 7500 and GeForce 3
                              both had programmable units built in), and it'll
                              be interesting to see who comes out on top. 
                              Whilst
                              all the cards are getting more and more powerful
                              with each revision, it's starting to become a
                              battle of features - with programmable shading
                              units providing graphics programmers endless
                              possibilities for special effects. This probably
                              won't bother end-users/consumers too much, but for
                              developers - choosing the correct video card (and
                              getting the most features) is paramount, for
                              NVidia/ATI/etc.. the one who's cards are supported
                              the most by developers will eventually get more
                              sales from end-users wanting to see top-quality
                              graphics. 
                              Direct3D8.1
                              is the current graphics API of choice for many,
                              and there are currently only two families of
                              graphics cards that are designed to be Direct3D8.1
                              compatible - the ATI Radeon 8500 and the GeForce 4
                              Ti series (Ti = chemical symbol for Titanium).
                              The ATI Radeon 8500 was reviewed last month, you
                              can read it here. 
                              Chipset
                              Overview 
                              The GeForce 4's
                              core chipset is quite an impressively powerful
                              piece of equipment on paper, with large numbers in
                              no short supply. The majority of the core
                              components are based on the GeForce 3's
                              architecture - which was the first of the
                              programmable consumer 3D cards (think of it as the
                              GeForce 4's parent). The following list is a
                              run-down of the main features and technologies: 
                              • Latest
                              generation Graphics Processing Unit (GPU),
                              incorporating the latest Transform & Lighting
                              (T&L) engine. The hardware T&L engine was
                              introduced in Direct3D7's API specification, thus
                              will dramatically boost almost all 3D games from
                              D3D7 onwards. 
                              • nFiniteFX II - NVidia's implementation of
                              shaders for advanced pixel-level and vertex-level
                              effects. 
                                   • dual vertex shader
                              pipelines make vertex shaders much more efficient
                              / faster. 
                                   • Z-Correct bump
                              mapping clears up anomalies where two bump mapped
                              surfaces intersect. 
                              • Accuview - Anti-Aliasing implemented in
                              hardware, this newer method is designed not to
                              'hurt' frame rates as much as before 
                              • nView - for those with 2 or more monitors this
                              software/hardware can display windows on multiple
                              screens; if you're an artist or a programmer it is
                              absolutely amazing how useful this can be. For
                              example, you can run your game on one monitor, and
                              output debugging information on a second monitor
                              (and see both at the same time). 
                              • upto 128mb of video memory - an almost
                              criminal amount of space to store
                              textures/geometry. 
                              • Extremely high performance memory architecture
                              'Lightspeed Memory Architecture II' (LMA II). 
                                  • Uses a crossbar system to
                              improve efficiency of memory controllers/managers 
                                  • 4:1 lossless Z compression
                              improves Z-Buffer read/write speeds. Early
                              Z-Rejection/occlusion culling helps to reduce
                              overdraw (improving fill rate and reducing
                              bandwidth usage). 
                              The GeForce 4
                              comes in two main versions - the 'MX' budget range
                              and the fully-featured 'Ti' range. The board on
                              review here is from the Ti family (but is the
                              slowest one). You cannot directly compare the two
                              types - whilst there are obvious similarities
                              (beyond the name!), the 'MX' family misses out on
                              some of the great features that make the GeForce 4
                              Ti series great; other areas of the press have criticized
                              NVidia (including John Carmack of
                              Doom/Quake fame) for giving the 'MX' family the
                              GeForce 4 branding. 
                              There are three
                              variations of the GeForce 4 Ti cards, the 4200
                              (reviewed here), the 4400 and the 4600.
                              Essentially they are the same chip with the same
                              features, but different clock multipliers/memory
                              bandwidths - ie, the 4600 is faster than the 4200. 
                              
                                
                                
                                  
                                    | Feature | 
                                    GeForce
                                      4 Ti 4200 | 
                                    GeForce
                                      4 Ti 4400 | 
                                    GeForce
                                      4 Ti 4600 | 
                                   
                                  
                                    | Vertices/Second | 
                                    113
                                      million | 
                                    125
                                      million | 
                                    136
                                      million | 
                                   
                                  
                                    | Fill
                                      Rate | 
                                    4
                                      bn AA samples/s | 
                                    4.4
                                      bn AA samples/s | 
                                    4.8
                                      bn AA samples/s | 
                                   
                                  
                                    | Operations/sec | 
                                    1.03
                                      trillion | 
                                    1.12
                                      trillion | 
                                    1.23
                                      trillion | 
                                   
                                  
                                    | Memory
                                      bandwidth | 
                                    8gb/sec | 
                                    8.8gb/sec | 
                                    10.4gb/s | 
                                   
                                  
                                    | Speed
                                      increase | 
                                    -- | 
                                    10% | 
                                    20% | 
                                   
                                 
                                
                               
                              The above values
                              are quoted from the NVidia website, and whilst it
                              is almost certain that performance will follow the
                              same trends, they shouldn't be taken as benchmark
                              ratings (this comes later). For example, the value
                              of 136 million vertices/sec is an impressive
                              number, but what it doesn't say is what type of
                              vertices and what supporting system it is quoted
                              from (if it is even from a real-world test). The
                              bottom line is this: if you do buy a Ti4600 don't
                              necessarily expect to render 136 million vertices
                              every second!  
                               
                              Click
                              here to 
                                go straight to the next page... 
                              Or
                              select a page from the list: 
                              • Introduction 
                              •  Installation, Benchmarks and Programming 
                              • NVidia's Developer
                              Relations, Conclusion 
                                
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