Before
we enter into any deep discussion about the item in question,
I'd just like to take this opportunity and apologise. Why you
ask? Well quite simply because this review is well over two
months late. This is in part due to a mix-up at Guillemots end
and the rest to do with hardware problems at ours. Our problem
was down to the Asus K7M board not enabling AGPx2 Transfers,
while the board could still work better than most, we obviously
couldn't review it. Thankfully the situation was resolved by
using a MicroStar MS-6167 Slot-A board.
The
Ironic thing is by the time we got the new hardware and had
installed it, the GeForce was up and running on our Pentium3
system. Still that's life and we have a job to do, so lets get
to it! It's just a pity the card didn't have a bigger fan and
heatsink as you get the impression that the included one just
can't cut the mustard.
A
GeForce is for life, not just for Christmas
What's
a GeForce you ask? Well it's Nvidia's (NVs) sequel to the TNT2
series and as we have come to expect from Nvidia, innovation
has never been higher! How do 32MBs onboard RAM, a 350MHz RAMDAC
with TV-Out capabilities, a 256-bit rendering engine, integrated
geometry transform and lighting (TnL [DirectX7 / OpenGL]) and
a four-pixel-per-clock rendering pipeline sound? Not to mention
support for AGP4X and Fast Writes, newer DirectX7 features like
cube environment mapping, vertex blending and projective textures
and as a plus it's optimised for software DVD acceleration and
video playback.
Of
most note hear is easily the chip at the very heart of the card,
namely the Geometry processor. This is essentially a second
processor, specifically designed to process and cope with complex
mathematical and 3D Instructions. The idea being that you can
take the load away from the primary CPU and create better output
at the same time because the GPU (Graphics Processing Unit)
is specifically designed to cope with such instructions. As
such Geometry data is now routed through the GeForce (GF) instead
of the CPU as usual, speeding things up dramatically and allowing
you to create more complex and interesting scenes.
So long as the game or application has been written in DirectX7
or a specially coded OpenGL driver interface, then TnL (Transform
and Lighting) can be taken advantage of. Of course there is
just one small problem, Geometry data is the only thing to really
get speeded up. The problem being that Geometry is not the only
area in which a game requires acceleration, Fill-Rate comes
into the equation almost as much.
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