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Tuesday 15.02.2000

15.02 - AGP article

Tom´s Hardware made an article about the features of the AGP-Bus:

Already at the first launch of the AGP, specifications allowed two different AGP-speeds, AGP1x and AGP2x. The main differences between AGP and PCI start with the fact that AGP is a 'port', which means it can only host one client and this client ought to be a graphics accelerator. PCI is a bus, and it can serve several different kinds of clients, may it be a graphics accelerator, a network card, a SCSI host adapter or a sound card. All those different clients have to share the PCI-bus and its bandwidth, while AGP offers one direct connection to the chipset and from there to the memory, the CPU or the PCI-bus. (...mehr)


15.02 - GeForce Tweaks

RIVA Extreme offers a collection of GeForce Tweaks for download: GeForce Tweaks


15.02 - S3 Tweak

Voodooextreme reports that there´s a new version of the Savage-Tweak tool S3 Tweak available. Download: S3 Tweak 1.08b


15.02 - Video 2000 available

MadOnion.com´s Video 2000 benchmark is now (since monday <g>) available for download. With this benchmark you can test you system on DVD replay and MPEG encoding. You can download it here.

Articles about the bench are available here:


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Monday 14.02.2000

14.02 - 3dfx Interview

FiringSquad made aan interview with mit 3dfx's Director of Product Marketing. They discuss topics like VSA-100, FSAA (full screen anti-aliasing), Bitboys, Playstation2, and others:

FiringSquad: How does 3dfx view overclocking? There probably isn't as much danger in retail remarking as we've seen in the CPU industry, but is this a major concern? Will overclocking utilities be included in VSA-100 drivers?

Any component that has a clock, can be overclocked. However, with Voodoo4 and Voodoo5 the performance is so superior that there is no need to overclock. We guarantee stability at the shipped clock rate. We do not forsee remarking our chips as a big problem.

We know that our end users love to overclock, but there are some WHQL restrictions that come into play that affect what we can put in the box. We have to insure that what we put in the box is guaranteed to always work. I'm not able to tell you what we're going to do with Voodoo4 and Voodoo5 with regard to enabling overclocking but you just might find something different than what we did for Voodoo3 (which was nothing!).

You can read the whole stuff here.


14.02 - BeOS 5 with OpenGL

The new Version 5 of the Operation System BeOS is coming soon. Reason enough to ask Be about 3D support of the new version. Frank Boosman of Be Incorporated told me the following:

Yes, BeOS 5 will support OpenGL. I can't yet tell you how extensive this support will be or which chipsets we'll support... keep watching us for updates as we get closer to release.


14.02 - Webride

Mouseman vs. Intellimouse - The Techzone
2CoolPC Plus Review - The Techzone
ASUS K7M Review - CPU Review


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Sunday 13.02.2000

13.02 - New Creative drivers

Creative offers new  3D Blaster TNT2/Annihilator drivers for download that are based on NVIDIA reference drivers v3.68: Creative 3D Blaster v3.68


13.02 - UltraHLE will be back (soon)!

The Nintendo N64 emulator UltraHLE which made very big news last year will be back soon with a new Version v1.5.0 erhältlich! This will no more only support GLide. It comes with full OpenGL support. You can allready watch some development screenshots on the website of UltraHLE. The program is not finished yet: OpenGL Developer Screenies


13.02 - Video 2000 article

nV News made an article about MadOnion.com´s new benchmark Video 2000:

Video2000 is the first benchmarking tool to evaluate cards based on their DVD playback and MPEG2 encoding measured against the total of the system in regards to AGP performance and CPU power. As such, this test will fit at home with power users who weigh greater importance on video cards and CPUs that can crunch digital video, vs the gamer who can use a tool to report on a better system or game tweak job.

You can read the article here.


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Samstag 12.02.2000

12.02 - AGP Wiz

riva.hardware.ru offers the Creative Tool AGP Wiz for download. With this tool you can set the AGP mode (1x/2x/4x) of your NVIDIA graphics card, the sideband and fast writes option. It´s not clear yet if this tool works on all cards or if it´s only for Creative cards. There´s also no proof yet if sidebanding will really work on GeForce cards with this tool or if it´s only thought for TNT/TNT2 cards which run with sideband enabled by default with v3.xx drivers.

Download


12.02 - Video 2000

No, It´s not the old video system Video 2000 but MadOnion.com´s new Video/DVD benchmark Video 2000. This bench allows to test the video performance (Video editing, DVD playback, and MPEG encoding) of your system:

Key Features of Video2000 include:

- Task-focused results for areas such as DVD, encoding & decoding MPEG2, HDTV, Netmeeting and Home Theater
- Advanced image quality tests for analyzing the quality of video-playback in all situations
- Thorough video subsystem performance analysis - A capability-check to evaluate the limitations and extra features the graphics subsystem offers
- A real-world MPEG-2 encoding-test to assess the CPU-power available to perform software- based video-compression, effects or other tasks.
- Video Decoder Quality Tests to enable the user to gain knowledge about the accuracy and quality of the DVD-playback solution that is available on the system
- Runs under the new DirectX7 and DirectShow

Video 2000

The benchmark will be available on monday: Pressrelease


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Friday 11.02.2000

11.02 - Voodoo4/5 News

Björn 3D got news about 3dfx´s Voodoo4/5 CeBit presentation. It say´s that 3dfx will show V4 and V5 there:

I received a mail from the people who handles 3dfx in Sweden. It appears that 3dfx will have their first showing of the Voodoo4 and Voodoo5 at this year's CeBit (held in Hannover 24 Feb to 1 March).

I won't translate the whole press-release as it contains the usual PR-talk but something that should interest some of you is that Lara Croft (!) will be presenting the Voodoo4 and 5 at the stand :). Lara is currently being played by the Dutch model
Lara Weller (click for some pics). Lara will be at the stand after 14.00 the 25 Feb. Ok Ok, here's another picture

The press-release ends with 3dfx saying that the Voodoo4 4500, Voodoo5 5000 and Voodoo5 5500 will be out sometime this spring. No word about the V5 6000 though ....

Mehr dazu hier.


11.02 - New SGI Workstation with NVIDIA graphics?!?

RIVA 3D heard rumors about a new SGI workstation called "Flash", that´ll use a NVIDIA Quadro for the graphics.... (if the rumor is correct)

SGI is getting ready to announce its new LINUX workstation, code named FLASH, which contains...(drum roll please)...the NVIDIA Quadro as the graphics processor!

In addition, they are about to announce a new system which uses a 32MB DDR (probably Quadro again)GPU, and at NAB, they'll roll out two more systems, the first being a dual Intel CPU with a 64MB DDR GPU (again a Quadro most likely).

But the really huge news is the third system that contains 4 Intel CPUs, and a MULTI-GPU being developed by NVIDIA AND SGI. The system reportedly will process 50 million poly's per second!


11.02 - 3Dfx and NVIDIA about memory usage

Reverent the Pulpit´s asked 3dfx´s Scott Sellers and NVIDIA´s Chris Donahue about what happens if a game uses more memory than the 32MB that can be handled by the Voodoo4/5:

[Scott]...but I think also I would call into question the relevence of your example map. For one thing, if you are using so many textures, they clearly do not need to all be 32-bit textures. If this was a real game with real artwork, the large majority of the textures could easily be 16-bit textures with absolutely NO loss in visual quality. Yes, there are some texture maps that would need to be 32-bit (for example, explosions and translucent surfaces such as the sky maps as such...) but by and large any developer that we have talked with will use 16-bit textures for the majority of their artwork.

[Chris] Almost all of the developers we talk to have been building games using 32 bit textures since we shipped the TNT in '98. They may have to down sample to fit into older architectures, but the entire industry uses tools that generate the art in 32 bit, seems like less work to use it as is and the benefits are obvious in the higher quality visuals. When the VooDoo 4 and 5 are available I'm sure they will be as enthusiastic about 32 bit color as we have been.

[Scott] Of course developers are utilizing 32-bit textures. That is not what I was arguing against. My point is that developers, in many cases, will take a texture which has a substantially lower memory space and bandwidth requirements if the compressed texture looks just as good as the 32-bit texture. Clearly, not all textures fall into this category. However, many do, so why would a developer waste 8 times the texture memory when they don't need to? The answer is they wouldn't, and instead use that extra texture space for storing more textures, increasing the resolution of the texture maps, etc.

The whole answers can be found here. No real answers at all...


11.02 - Reviews

NVIDIA Quadro 64MB DDR - Reverent the Pulpit´s
Absolute Multimedia's Outrageous 3D GeForce DDR - Planetgeforce
Creative Annihilator - The Tech Review


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Thursday 10.02.2000

10.02 - Windows 2000 v3.76

RIVA 3D got hands on some new NVIDIA Windows 2000 beta drivers version 3.76. Download: NVIDIA W2K v3.76


10.02 - GeForce vs. Viper II

Thresh´s FiringSquad made a shootout between the S3/Diamond Viper II and a NVIDIA GeForce card (SDRAM Version). They benched the cards on Q3, Unreal Tournament and NVIDIA´s Treemark:

Diamond doesn't want the Viper II to be compared to the GeForce, and we think Diamond's argument is perfectly reasonable. The Viper II isn't in the same market segment as the GeForce. A quick trip to a couple price search engines shows us that the Viper II can be had for $50-$100 less than the average GeForce 256 SDR board. Clearly, it would be unfair for us to compare one card against another that is %35 to %65 more expensive.

Then again, if we were to look at the product specifications for both cards we have to ask why shouldn't we compare both cards? They both feature hardware T&L and have similar texel fill rates. If we ignore price, a performance comparison between the GeForce and Viper II must be made because the specifications for both chips are very similar. (...more)


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Wednessday 09.02.2000

09.02 - Athlon/GeForce Tool

Mark Rouleau hacked a small tool that allows to set AGP 2X mode with GeForce on Athlon systems:

Geforce Regedit version 0.7.8
-----------------------------

This was writen for the people that do not like to go in their registries to edit strings and keys to get special functions. Also for the people that could not find the keys to edit. This program is not perfect, I know, but it works. It does what its supposed to.

This is my first ever program in Visual Basic that I have writen. It took some help from people like my partner Jason Alday. I hope you find it useful. If you can give me any hints or suggestions

You can download the tool here.


09.02 - Benchmarks

CTNews 3D made a Benchmark-Link page where you can download the most popular Benchmarks. CT News 3D Benchmarks Page


09.02 - Patent agreement between S3 and NVIDIA

Feb. 9, 2000--NVIDIA(TM) Corporation and S3(R) Incorporated today announced that they have agreed to enter into a seven-year mutual broad patent cross-license agreement.

As part of this agreement, NVIDIA and S3 have agreed to dismiss their pending patent infringement suits against each other.

"With this announcement, we have reached an agreement that is mutually beneficial to both companies," said Jen-Hsun Huang, president and CEO of NVIDIA Corporation. "Over the years, S3 has developed and acquired a rich portfolio of technologies in graphics, multimedia, microprocessors and system logic. Our license agreements with SGI and S3, combined with NVIDIA's rich technology patent portfolio, gives us a strong technology base on which to build winning products."

"Access to intellectual property is rapidly becoming the highest barrier to entry in today's PC graphics market," said Andrew Wolfe, Chief Technology Officer for S3 Incorporated. "Over the past ten years, S3 has built an incredibly strong IP portfolio through internal development, as well as through licensing agreements with Intel, Exponential, Cirrus and now NVIDIA. Based on our IP strength, S3 and NVIDIA rank as possibly the only two companies positioned to win long-term in the PC graphics market."

Pressrelease


09.02 - T&L Part 4

Instead of thinking what OCP stands for the guys of HardOCP started another run with GeForce on Test Drive 6. This time with slower CPU´s:

Hardware T&L and what it will actually get you TODAY.

Does it shine? Has the the "hypometer" been totally blown off the scale by nVidia? Mmm, no, but let's say they have done a good sales job. Hardware T&L does have a very real place in the gaming and hardware world it has just taken some digging to get to it. Now we have been putting our own hype out over this subject and we have done it for a reason, to hopefully raise the awareness of the hardware junkies out there. We could have posted this article first instead of last, but that would have taken all the fun out of it. Besides, all those folks that wrote in and said the Test Drive 6 was NOT the benchmark to show T&L may just eat some of those words. On with the madness, one more time... (...more)


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Tuesday 08.02.2000

08.02 - Brian Hook about T&L

Brian Hook answered a question about GeForce´s T&L capabilities on Voodooextreme´s "Ask Hook" pages:

The GeForce's hardware T&L can only help things as much as the application lets it. While there are a few applications that support hardware T (and sometimes L), such as Quake3, there is still a huge difference between "support" and "optimization for".

Quake3 uses the hardware transformation capabilities of OpenGL, however it still performs a huge chunk of work on the part of the CPU such as lighting (both vertex lighting and lightmap modification) and vertex interpolation on the character models. Not to mention that the shader language supports a lot of capabilities that are done strictly in software, e.g. vertex perturbation, environment mapping, texture scale and scroll, etc. This kind of stuff is not magically handled by the GeForce since the GeForce can only accelerate those things that are accessed through a 3D API by the application.

In the future we'll see more and more titles that are engineered with hardware T&L in mind. Once these start to hit the market, the difference between T&L and non-T&L support will become much more apparent.

More about that here.


08.02 - 3dfx about Support

The new 3dfx Voodoo3 drivers received some critics due to some bugs. Avault asked 3Dfx about that:

What is the purpose of the support message boards?
The support message boards on 3dfxgamers.com were created to be the central location for customers that prefer to use message boards to post and get answers from both technicians and other users. Members of the 3dfx tech support group monitor them. We have two people who scan the boards and answer questions on a daily basis.

Specifically what is 3dfx doing to resolve problems with defective drivers, gamma difficulties, and other issues that have been reported on the support boards?
3dfx has one of the best driver teams in the industry. We have a large software engineering staff that is dedicated to providing new drivers. The last drivers we released for DirectX, OpenGL, and Glide were on Jan. 27. We have admitted to the problems Voodoo3 based cards are experiencing with certain configurations and are in the process of reviewing, replicating and solving those issues. Creating drivers is not an exact science and is a situation that requires time to fix. The last drivers we released on Jan. 27 fixed a large majority of the gamma issues. We have specific games that are still experiencing problems, and we are communicating with the developers to solve those problems.

The whole interview can be read here. - It´s nice how open minded 3dfx cares about these problems. Some others should do it also this way....


08.02 - GLQuake

A new version of GLQuake is available. The new release offers the following changes/improvements:

- ARB_multitexture.
- Bug-fixed shadows.
- OpenGL fog.
- Quake2-style sky rendering.
- Added distance attenuated flickering flares to torches.
- Added some console variables for controling new additions.
- Revised Options menu.
- Increased particle density.
- Misc fixes/additions to original source.
- Created new MSVC 6.0 project file.
- Revised source directory structure.

You can download it here. (ThanX to Voodooextreme)



News archives - more February News

Copyright: RIVA Station 1999 - Lars Weinand
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