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                              Installation and Drivers
                               The card featured
                              in this review is not commercially available - I
                              got sent the card directly from NVidia, which do
                              make some graphics cards - mostly for reviews and
                              trade shows etc... but they don't actually sell
                              them in the shops. Instead, they sell the
                              components to other companies (Creative,
                              Guillemot, Visiontek...) who then build and sell
                              boards based on NVidia's core technology. 
                              Because of this,
                              you'll get a different set of drivers for most
                              cards. However, NVidia have designed their own
                              "Unified Driver Architecture" in the
                              form of the Detonator drivers. These can be
                              downloaded from the NVidia site, and will work for
                              all graphics cards using their chipsets. It is the
                              latest Detonator 29.42 (WinXP) drivers that have
                              been used for the graphics card in this review. If
                              you do buy a GeForce 4 it is probably best to
                              stick with the manufacturers specific drivers. 
                              Installation was
                              fairly hassle-free, once you've stuck one AGP
                              graphics card in you've done them all really.
                              Obviously, if you've not messed with the insides
                              of your PC before then you'll need to pay
                              attention to the product manuals. 
                              Setting up the
                              drivers is as simple as running the installation
                              program, and the drivers do tend to be fairly
                              bullet-proof. Before now I owned a GeForce 256
                              for 2 years - using the Detonator drivers and very
                              rarely managed to crash the system (except for
                              when I messed up some code!). In writing this
                              review I did have lots of problems getting the
                              card to work properly with a couple of programs,
                              however an updated motherboard driver seemed to
                              fix the problem. With this in mind it is possible
                              that the drivers are not yet perfect for the
                              GeForce 4 Ti series, but given my personal
                              experience for the last two years (and online
                              opinion) I would say that this is an exception. 
                              Benchmarks 
                              3DMark2001 is the
                              standard program used to stretch a 3D card and
                              find out just how well it performs, it also gives
                              us some useful information regarding individual
                              features/test results which can be particularly
                              useful for programmers to know. 
                              Given last months
                              review of the Radeon8500 the following tables
                              include the results listed in that review, the
                              Radeon8500 and GeForce Ti---- series are competing
                              for the crown, so it would make sense. I've also
                              included the results from my older GeForce 256
                              card - from the outset this does not stand a
                              chance of competing with the newer generation
                              cards, but the comparison is useful given that
                              many people will still be using GeForce 1 & 2
                              level cards. 
                              Test system: 
                              Gigabyte
                              GA-7ZM Via KT133 motherboard 
                              700mhz AMD Athlon (Thunderbird Variation) 
                              288mb PC100 RAM 
                              15.3gb 7200rpm Maxtor DiamondMax +40 Hard drive 
                              Microsoft Windows XP Professional Edition 
                              Overall
                              score: 
                              
                                
                                
                                  
                                    | Test
                                      Resolution | 
                                    GeForce
                                      256 | 
                                    Radeon
                                      8500le | 
                                    GeForce
                                      4 Ti4200 | 
                                   
                                  
                                    | 640x480,
                                      32bit | 
                                    2860 | 
                                    5107 | 
                                    5813 | 
                                   
                                  
                                    | 1024x768,
                                      32bit | 
                                    2440 | 
                                    4725 | 
                                    5383 | 
                                   
                                 
                                
                               
                              As you can see,
                              the GeForce 4 Ti4200 already has an impressive 658
                              point lead over the Radeon. The following table
                              summarizes the individual tests results -
                              which are far more telling than the overall
                              scores. 
                              1024x768x32 
                              
                                
                                
                                  
                                    | Test
                                      Name | 
                                    GeForce
                                      256 | 
                                    Radeon
                                      8500le | 
                                    GeForce
                                      4 Ti4200 | 
                                   
                                  
                                    | Car
                                      Chase [low detail] | 
                                    42.8
                                      fps | 
                                    59.3
                                      fps | 
                                    68.1
                                      fps | 
                                   
                                  
                                    | Car
                                      Chase [high detail] | 
                                    12.8
                                      fps | 
                                    17.2
                                      fps | 
                                    18.3
                                      fps | 
                                   
                                  
                                    | Dragothic
                                      [low detail] | 
                                    45.3
                                      fps | 
                                    94.9
                                      fps | 
                                    116.0
                                      fps | 
                                   
                                  
                                    | Dragothic
                                      [high detail] | 
                                    20.3
                                      fps | 
                                    48.5
                                      fps | 
                                    62.2
                                      fps | 
                                   
                                  
                                    | Lobby
                                      [low detail] | 
                                    46.8
                                      fps | 
                                    62.6
                                      fps | 
                                    67.3
                                      fps | 
                                   
                                  
                                    | Lobbly
                                      [high detail] | 
                                    21.6
                                      fps | 
                                    26.3
                                      fps | 
                                    27.6
                                      fps | 
                                   
                                  
                                    | Nature
                                      scene | 
                                    --- | 
                                    35.9
                                      fps | 
                                    35.4
                                      fps | 
                                   
                                  
                                    | Fill
                                      Rate [single] | 
                                    229.4
                                      MTexels/s | 
                                    770.3
                                      MTexels/s | 
                                    846.7
                                      MTexels/s | 
                                   
                                  
                                    | Fill
                                      Rate [multi] | 
                                    427.6
                                      MTexels/s | 
                                    1652.4
                                      MTexels/s | 
                                    1895.8
                                      MTexels/s | 
                                   
                                  
                                    | High
                                      poly [1 light] | 
                                    8.7
                                      MTriangles/s | 
                                    26.1
                                      MTriangles/s | 
                                    28.1
                                      MTriangles/s | 
                                   
                                  
                                    | High
                                      poly [8 lights] | 
                                    1.7
                                      MTriangles/s | 
                                    8.8
                                      MTriangles/s | 
                                    8.8
                                      MTriangles/s | 
                                   
                                  
                                    | Env.
                                      Bump mapping | 
                                    --- | 
                                    97.9
                                      fps | 
                                    103.6
                                      fps | 
                                   
                                  
                                    | Dot3
                                      Bump Mapping | 
                                    35.9
                                      fps | 
                                    78.2
                                      fps | 
                                    115.5
                                      fps | 
                                   
                                  
                                    | Vertex
                                      Shader | 
                                    22.7
                                      fps | 
                                    57.8
                                      fps | 
                                    55.9
                                      fps | 
                                   
                                  
                                    | Pixel
                                      Shaders | 
                                    --- | 
                                    72.7
                                      fps | 
                                    85.2
                                      fps | 
                                   
                                  
                                    | Adv.
                                      pixel shaders | 
                                    --- | 
                                    58.2
                                      fps | 
                                    70.7
                                      fps | 
                                   
                                  
                                    | Point
                                      Sprites | 
                                    6.6
                                      MSprites/s | 
                                    25.0
                                      MSprites/s | 
                                    25.1
                                      MSprites/s | 
                                   
                                 
                                
                               
                              note:
                              The 640x480x32 data followed the same trends, so
                              to save space I left it out. 
                              There are three
                              key areas to look at in the above results: 
                              1. Transform
                              & Lighting / Geometry Throughput 
                              This is a measure of how much raw geometry can be
                              rendered every second, the higher this value the
                              more detail you can fit into your gaming
                              environments: Higher detail character models
                              and/or more objects/features. Interestingly the
                              Radeon 8500 and the GeForce 4 Ti4200 are almost
                              equal in this area. The Radeon 8500 has a higher
                              vertex shader throughput while the Ti4200 has a
                              slightly higher triangle throughput for 1 light.
                              The differences are negligible, and probably won't
                              be noticed hugely in real-world gaming situations.
                              It is interesting mainly because the Ti4200 is
                              generally the faster card all-round (higher
                              overall score), and the transformation pipeline is
                              one of the most crucial parts of 3D rendering. 
                                
                              click to
                              enlarge 
                              2. Fill Rate /
                              pixel shaders 
                              Once geometry has been transformed it has to be
                              rendered to the screen as pixels (basic 3D
                              knowledge!), Therefore the overall speed of a
                              graphics card is heavily weighted towards
                              fill-rate performance, a card could have the most
                              amazing T&L system, but if the rasterizer
                              can't keep up, then it's never going to work well
                              (the same works vice-versa). It is this area where
                              the Ti4200 makes up any lost time when competing
                              with the Radeon 8500; Fill rate for
                              multi-texturing (the most common form in today's
                              games) is significantly higher (15%). Pixel
                              shaders are the latest technology in this area -
                              the programmable unit executed to determine the
                              final color of the pixel rendered. Games are
                              increasingly going to be using this technology (as
                              will you if you own/buy one of these cards), so
                              performance in this area is crucial. Luckily for
                              the Ti4200 it wins quite easily in this area -
                              with a 12.5 fps increase in both tests. 
                                
                              click to
                              enlarge 
                              3. Overall
                              Game Performance 
                              The first 7 tests listed above indicate real-world
                              performance in various types of game. This in many
                              respects is far more useful to know about than any
                              of the individual tests - the card may be capable
                              of a 1.9 gigatexel throughput, but if that doesn't
                              translate into good playable frame rates then its
                              not important. Also, when you put physics and AI
                              into the mix the work that the computer has to do
                              as a whole increases significantly. In all but the
                              nature scene the Ti4200 is faster (albeit only a
                              marginal performance increase). The score for the
                              nature scene is interesting as it is essentially a
                              game test heavily using vertex and pixel shaders;
                              which the Ti4200 does perform quite well (looking
                              at individual tests), yet in the real-world the
                              Radeon 8500 is equal to, or slightly faster than
                              the Ti4200. 
                               
                                
                                            
                              click to
                              enlarge                          
                              click to enlarge 
                               
                                
                                          
                              click to
                              enlarge                             
                              click to enlarge 
                              Programming 
                              Programming through Direct3D8 isn't really any
                              different between the Radeon 8500 and the Ti4200 -
                              this is the whole point of having API's such as
                              D3D8 and OpenGL, they abstract the interface to
                              the hardware. The only difference is in the
                              features/functionality that is available. 
                              When comparing
                              the Radeon 8500 and the Ti series (note, the
                              features are the same for the 4200/4400/4600)
                              there are two important differences. Firstly, the
                              Radeon 8500 has a higher specification pixel
                              shader - version 1.4 (the highest possible under
                              D3D8.1) whereas the Ti series only has version 1.3
                              available (both have version 1.1 vertex shaders).
                              This will only cause you (as a developer) a
                              problem when it comes to writing cutting-edge
                              graphics engines, for the majority of people who
                              want to use some shader tricks version 1.3 will be
                              acceptable. In the long term (with D3D9 in mind)
                              version 1.4 may well be a better move. The second
                              difference is that the Radeon 8500 has an on-chip
                              tessellator therefore supporting N-Patches
                              (exposed as TruForm) should you want to use them.
                              Either the Ti series doesn't have an on chip
                              tessellator or it's disabled by the drivers
                              because it has no support for any form of patches.
                              This is probably of little concern to most people
                              - patches have been around for quite a while, and
                              it doesn't seem that many people are using them
                              extensively (even though they can be very useful!)
                              - whilst the Radeon 8500 is ahead here it still
                              has very limited patch support. 
                              The GeForce 4 Ti
                              series has a few small features where it strides
                              ahead of the Radeon in features - most of them are
                              noticable only as extensions to older technology.
                              For example, the cards support 4096x4096 textures
                              in hardware (the Radeon could only handle
                              2048x2048) - why anyone would really want to use
                              such a huge texture is limited, given that a 32bit
                              version would be a whopping 64mb of video/system
                              memory (the total on the Ti4200 reviewed here). 
                              I've uploaded a
                              print-out from the DxCaps program included with
                              the DirectX SDK, which gives the complete details
                              for the graphics cards capabilities. Should you
                              wish to examine this more closely, or check for a
                              specific feature you can read it here. 
                              Programming using
                              a GeForce 4 Ti card is only really possible if you
                              have support/resources from NVidia, and any
                              special tools. This crosses into the area of
                              Developer Relations, which I shall discuss on the
                              next page... 
                               
                              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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