NVIDIA GeForce 256
In Germany, NVIDIA presented the the
sucessor of the TNT2, the GeForce 256 (former codename NV10) at the Internationale
Funkaustellung (IFA) in Berlin. The heart of the new chip is the so called GPU (Graphics
Processing Unit). This also gives the name for the chip: Ge, stands for Geometry.
Today the system CPU is responsible fot the
Transformation setup. This is the positioning of 3D objects like game characters and walls
in a game. The CPU draws a raw version of the scene and transfers that data to the
graphics card. The card now draws the scene, puts textures on polygons, fitlers the images
etc.
Now with GeForce 256 this is done by up to 90% by the GPU on
the graphics card. Until today the System CPU was the factor that told how fast a game ran
on PC. This has changed now or will change soon. NVIDIA presented a 32MB GeForce card not
with a top CPU. It ran on a Pentium III 500MHz. Michael Hara (NVIDIA) answered to the
question of the CPU that is in the demonstration system that it would run nearly as fast
on a Pentium II 300 system.

To use the GPU of the new chip you need DirectX 7 that will
be released by Microsoft soon or an OpenGL game that supports T&L. But with that new
power we wonŽt have to wait very long to see games that will use T&L. Scenes with
100.000 polygons in 32Bit colors are no problem for the GeForce. NVIDIA demonstrated that
on model of a Porsche Boxter. Even details like the nuts of the wheel rim and profile of
the tires were modelled by polygons.
Now game developers can create new effects with such a large
amount of polygons like particle effects or real time object transformations - But those
effects have to be calculated by the system CPU....

You can see how complex the Porsche model is in this photo.
In the left part of the image: Michael Hara.
More about these GPU features when a card is available.
GFX features
Besides of the GPU there are a lot other new features
included in the GeForce 256. The main thing is the rendering of 4 pixels per clock (TNT2:
two pixel per clock (TwiN Texel). This will increase the fillrate a lot compared to TNT2.
Also very interresting is a featrue called 'Cube Environment
Mapping'. This allows to use real reflections on objects. It is now possible to render a
character like the T1000 in Terminator II in real time!

The two images on the right show the change of the
reflection after changing the angle of view. This looks very impressive when the sphere is
morphing.... you must see it animated!
Lights: The GeForce supports up to 8 lights in
hardware. WeŽll have to see how game developers use this feature. Today they use
pre-colored textures, the so called lightmaps. WeŽll see a combination of lightmaps and
colored lights in future for lightning effects or sunsets etc.
The chip
The GeForce is manufactured in 0.22 Micron.The
clockrate is unknown yet. Michael Hara answered to that question that clockrates are no
longer an indicator for the power of a graphics card. GeForce will be something similar to
TNT2 in clockrates. This is enough to render 32Bit resolutions in high res. with 60fps -
even with the 4 pixel per clock power. Much more important than that is the amount of
polygons that can be handeled by the card.
The chip contains more than 23 Milion
transistors - double the amont of a Pentium III processor. It also offers up to 64MB
memory onboard, AGP 4x with Fast Writes and a 350MHz RAMDAC.
Summary
This is only a quick overview. WeŽll have to
wait a bit to see what GeForce can do in games. The potential is very powerfull. The CPU
wonŽt be as important in future as it is today. Important Game developers snnounced
support for T&L. Cards will be available at October/September - so letŽs wait and
see!
More information can be found at ther NVIDIA GeForce Homepage.
A review of a GeForce card will be available here soon!
Copyright: RIVA Station 1999 - Lars Weinand
No Copy without Permission! |