URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       
  HTML https://retrosystems.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Hardware WIKI
       *****************************************************
       #Post#: 19--------------------------------------------------
       NVIDIA 
   DIR By: Mr Horse
       Date: December 17, 2017, 2:21 pm
       ---------------------------------------------------------
       Retro value
       GeForce 256 through GeForce FX are fine cards for old games for
       a number of reasons. Their DOS game compatibility and GUI
       performance are top notch. Their Direct3D driver supports two
       critical old features, fog table and 8-bit palettized textures.
       OpenGL compatibility and performance are second to none, and
       some games utilize proprietary NVIDIA extensions.
       One problem with NVIDIA cards prior to GeForce4 is that some
       card vendors built their cards too cheaply. The most noticeable
       result is poor analog signal quality. It causes problems such as
       blurriness, loss of color saturation and color bleed,
       particularly at higher resolutions and refresh rates.
       Determining which cards are high quality is difficult but the
       GeForce4 and newer cards are most likely to be good.
       Perhaps the finest choices are the GeForce FX series because
       they offer the most refined quality-enhancing features and the
       high end models have the performance to use these features at
       higher resolutions. GeForce 6 drops support for palettized
       textures, which is a problem with a few games, but otherwise
       they too are great choices. GeForce 7 drops support for Windows
       9x but still supports Windows 2000. Some users, however, have
       reportedly gotten GeForce 7800 cards to work under Windows 98
       and ME using an unofficial, modified driver (link). This
       modified driver does not support Windows 95. The GeForce 7
       series is also the last that is supported by NVIDIAs Stereo3D
       driver extension for shutter glasses such as ELSA Revelator.
       GeForce 8 and above support only XP and newer.
       Cards
       NV1 / STG2000
       NV1
       Released in 1995, NVIDIA's first 3D accelerator was an
       all-in-one product with audio, GUI, VGA, 3D and Sega Saturn
       gamepad support. It uses a type of 3D rendering called quadratic
       texture mapping that is not Direct3D or OpenGL compatible so it
       is only useful with games that use its proprietary API. It is
       the same technology used by Sega Saturn and as such various
       games were ported to use the NV1. Its audio consists of
       wavetable MIDI and DirectSound support but very little DOS
       support. DOS VGA compatibility is limited.
       It comes in various memory configurations with up to 4 MB
       maximum. The final drivers support Direct3D, but it is a
       software-only implementation.
       Games with support: Battle Arena Toshinden, Descent: Destination
       Saturn, NASCAR Racing, Panzer Dragoon, Virtua Cop, Virtua
       Fighter Remix.
       NV3 | RIVA 128 & 128 ZX
       RIVA 128
       The RIVA 128 was released in late 1997 and it is the first
       Direct3D compatible GPU from NVIDIA. RIVA stands for Real-time
       Interactive Video and Animation and 128 for the internal 128-bit
       pipeline and memory interface. It has a 206 MHz RAMDAC and
       supports DDC2 and VBE3. RIVA 128 has all the hardware features
       required for Direct3D 5 and has also good OpenGL compatibility.
       It renders at only 16-bit color depth. The 3D performance is
       competitive with Voodoo Graphics (Voodoo1).
       The RIVA 128 shows a number of rendering quality compromises. It
       has blending issues that introduce dithering patterns/noise. Its
       texture mapping does automatic mipmap generation. This combined
       with its per-polygon mip mapping causes texture popping and
       other quirks. The per-pixel mipmapping in the control panel does
       not operate as true per-pixel mipmapping and can cause problems.
       It also has some kind of problem maintaining texture alignment
       and visible gaps often occur. Finally its bilinear texture
       filtering is not as blurring as you may be used to. Sometimes
       textures look almost as if they are only point-sampled. Overall
       RIVA 128 is an interesting mix of speed and compromise.
       A special feature of the PCI version of the card is the ability
       to load textures over the PCI bus, which was advertised as AGP
       content on PCI. The 2D-features include video scaling and color
       conversion capabilities. The chip features also PAL/NTSC output
       so many cards were released with TV-out, some even with TV-in.
       In early 1998, NVIDIA refreshed the NV3 architecture by
       releasing the RIVA 128 ZX. The RIVA 128 ZX is an upgraded chip
       that has a 250 MHz RAMDAC and supports up to 8 MB SGRAM. For
       texture intense games the increased memory results in higher
       performance. Higher resolutions as also supported. The RIVA 128
       ZX was also integrated onto Intel's i440BX-based RC440BX
       motherboard.
       NV4 | RIVA TNT
       TNT PCI
       TNT AGP
       Released in 1998, NVIDIA's RIVA TNT is a drastically improved
       Direct3D 6-compliant GPU with much better image quality and
       performance compared to its predecessors. It is competitive with
       Voodoo2 but with more flexibility such as 32-bit color rendering
       and 1024x1024 texture support. It also supports AGP 2x with
       execute mode (AGP texturing). 32-bit color rendering comes with
       a significant speed loss though and large textures are of very
       limited use since the chip lacks any form of texture
       compression. 16 MB RAM allows for very high resolutions. Great
       OpenGL support. All NVIDIA cards have the advantage of
       seperately clocked memory which makes for more flexible
       overclocking than with 3dfx cards. Unlike ATI's Rage 128 - one
       of its main competitors, the RIVA TNT does not support true
       trilinear filtering, but rather, its trilinear filtering is an
       approximation implementation. This results in reduced visual
       quality when viewing textures / MIP levels at far distances
       (which can be best described as a "sanding" or dither-pattern
       type effect) when trilinear filtering is enabled, but otherwise
       the RIVA TNT's visual quality is great. The RIVA TNT was also
       integrated onto Intel's SR440BX and PowerColor's DREAMCODE
       motherboards, both of which are based on Intel's i440BX chipset.
       NV5-6 | RIVA TNT2 & TNT2 M64 and Vanta
       TNT2 M64 16MB PCI (notice the solder dots for the 32MB version)
       TNT2 M64 32MB PCI
       TNT2 M64 32MB AGP (notice the solder dots for the 16MB version)
       TNT2 AGP
       TNT2 Ultra AGP
       NVIDIA further refined the RIVA TNT architecture in early 1999
       with the RIVA TNT2. The RIVA TNT2 is very similar to the
       original TNT but adds support for AGP 4x and 2048x2048
       resolution texture maps. It also typically has 32 MB of RAM and
       it is clocked much higher so performs noticeably better. Some
       popular budget variants include Vanta and TNT2 Model 64 (M64).
       These budget models use a 64-bit memory interface (rather than
       128-bit as opposed to the regular variant), effectively halving
       its memory bandwidth. The performance of the M64 model, however,
       is faster than the original TNT in some situations.
       Acer Laboratories Inc. (ALi) later integrated the RIVA TNT2 core
       into the northbridge of their M1631 motherboard chipset,
       commonly known as the Aladdin TNT2. The Aladdin TNT2 could also
       use shared system memory (up to 32 MB total) in addition its
       onboard graphics memory. Most motherboard manufacturers opted to
       equip it with 8 MB local memory. The Aladdin TNT2 is on par with
       the TNT2 M64 in gaming performance.
       The RIVA TNT and TNT2 do not support 8-bit palettized textures.
       This is a problem with, for example, Final Fantasy VII. Likewise
       with the original TNT, the RIVA TNT2 only supports trilinear
       approximation rather than true trilinear filtering. NVIDIA would
       not implement true trilinear filtering until the NV1x (GeForce
       256 / GeForce2 / GeForce4 MX) architecture.
       The TNT2 is also NVIDIA's last chip with Windows 3.1x support.
       The TNT/TNT2 Windows 3.1x drivers were only released in beta
       form and therefore have stability issues and occasionally
       produce screen corruption - for example, video playback is
       fickle and will usually crash the system. Furthermore, the same
       drivers are locked to 60 Hz refresh rate, making them
       undesirable for use with CRT monitors under this OS. The
       TNT/TNT2 Windows 3.1x drivers will not work on any GeForce
       cards.
       NV10 | GeForce 256
       GeForce 256 SDR
       Released in October 1999, GeForce 256 / NV10 was the first
       Direct3D 7-compliant GPU. It was initially released with
       standard SDRAM, but a DDR version later followed. The DDR
       version is roughly twice as fast as TNT2. It introduced ordered
       grid super-sampling anti-aliasing, anisotropic filtering support
       (up to 2x level), cubic environment mapping, and support for
       hardware dot product bump mapping.
       NV11 to NV1A | GeForce 2 / 2 MX / 4 MX
       GeForce 2MX 200
       GeForce 2MX 200
       GeForce 2MX 400
       GeForce 2MX 400 PCI
       GeForce 2MX 400 PCI
       GeForce 2 GTS
       GeForce 2 Ti
       Geforce 4MX 420
       Geforce 4MX 440
       Geforce 4MX 460 (without original cooling solution)
       The next refinement in the architecture came in April 2000 in
       the form of the GeForce 2 / NV15. The GeForce 2 has twice the
       texture fillrate per clock compared to NV10 and uses a smaller
       manufacturing process allowing higher clock rates while reducing
       the power consumption at the same time. The GeForce 2 GTS is
       about 40% faster than the GeForce 256. GeForce 2 performance is
       mostly limited by memory bandwidth. Some card manufacturer used
       a low quality analog circuit design that produces a blurry image
       output.
       GeForce 2 MX / NV11 is the low end series of the GeForce 2,
       released in September 2000. These cards have half of the pixel
       pipelines and half the memory interface of the NV15. It is the
       first NV chip with two integrated TDMS channels, providing dual
       display output (called "TwinView"). It also has "Digital
       Vibrance Control" that allows calibration of various image
       output aspects. The 3D performance of GeForce 2 MX at 16-bit
       color depth is slightly faster than a GeForce 256 SDR. With its
       relatively low price and with the performance it offered, it
       became a popular card. The GeForce 2 MX core was later
       integrated into NVIDIA's nForce IGP motherboard chipset
       northbridge.
       GeForce 4 MX / NV17 replaced the GeForce 2 series in January
       2002. The NV17 core is a hybrid of the NV11 and NV25. The
       integration of various efficiency and bandwidth improving
       features, combined with significantly higher clock speed than
       NV11, allows it to match NV15 performance. These features were
       advertised as "Lightspeed Memory Architecture II," which was a
       refinement of the Lightspeed Memory Architecture introduced with
       the GeForce 3 (NV20). It also gained the "AccuView"
       anti-aliasing capabilities which are considerably advanced in
       quality and performance over NV11 and NV15. However, the GeForce
       4 MX lacks the hardware pixel and vertex shaders support, as
       well as environment mapped bump mapping support and higher level
       anisotropic filtering support found in the NV2x architecture.
       AnandTech: NV17 and NV25 Come to Life
       Lightspeed Memory Architecture II
       NVIDIA further refreshed the GeForce 4 MX line in late 2002 with
       the NV18, which added AGP 8x support. In 2004 the series
       received another refresh with PCI Express x16 support via a
       bridge chip. The first such product introduced was the GeForce
       PCX 4300. The GeForce 4 MX core was also integrated into
       NVIDIA's nForce2 IGP motherboard chipset northbridge.
       Estimated model performance ranking:
       GF2 MX100 < GF2 MX200 < GF2 MX < GF2 MX400 < GF4 MX420 < GF2 GTS
       < GF2 Pro < GF2 Ti VX < GF2 Ti < GF2 Ultra < GF4 MX440
       NV20 | GeForce 3
       GeForce 3 Ti 200
       GeForce 3 Ti 200 - Active cooling
       Released in March 2001, the GeForce 3 / NV20 is the first
       Direct3D 8.0-compliant GPU. It is more efficient than GeForce 2
       because of improvements in memory bandwidth utilization and the
       addition of hidden surface removal (HSR) functions similar to
       those of ATI Radeon. NVIDIA called this "Lightspeed Memory
       Architecture". Despite lower fillrate than GeForce 2
       Ultra/Pro/Ti, in some cases GeForce 3 can outperform those cards
       by up to 50%, namely in situations with anti-aliasing or when
       the HSR features save considerable fillrate. However in some
       cases it loses to GeForce 2 Ultra. In the latter half of 2001,
       NVIDIA released the GeForce 3 Ti 200 and Ti 500. GeForce 3 Ti
       200 is clocked lower than the original GeForce 3, while Ti 500
       is fastest. The original GeForce 3 and GeForce 3 Ti 500 were
       only released in 64 MB configurations, while the GeForce 3 Ti
       200 was released in 64 MB and 128 MB configurations. The GeForce
       3, however, benefitted very little from 128 MB memory.
       GeForce 3 is the first GeForce GPU with environment mapped bump
       mapping (EMBM) support, multi-sample anti-aliasing (MSAA) and
       complete anisotropic filtering support (up to 8x level). MSAA is
       considerably less demanding of fillrate than SSAA. 2X and 4X
       MSAA modes are available. There is also an anti-aliasing mode
       called "Quincunx" that uses a combination of 2X MSAA and a
       RAMDAC-based filter. This mode was intended to allow better
       quality anti-aliasing than 2X MSAA/SSAA but without the
       performance hit of 4X MSAA/SSAA. Higher anisotropic filtering
       levels (4x and 8x), however, incur a heavy performance decrease
       (sometimes by as much as 50%). However, compared to its main
       competitor, ATI's R200 series, GeForce3's anisotropic filtering
       implementation is less angle-dependent and can work
       simultaneously with trilinear filtering, yielding better quality
       when observed in motion.
       NV25 to NV28 | GeForce 4
       GeForce 4 Ti4200 64MB
       The next evolution in the NV2x architecture came in early 2002
       in the form of the NV25 / GeForce 4 Ti series. The GeForce 4 Ti
       is quite similar to the GeForce 3 in general. Changes include
       higher clock speed, pixel shader 1.3 support, Direct3D 8.1
       compliance, an additional vertex processor for better geometry
       performance and dual RAM DAC for dual display output. Later in
       2002, NVIDIA released the NV28, which added AGP 8x support. With
       the NV28 release, the AGP 8x versions of the Ti 4400 and 4600
       were respectively rebranded as the Ti 4800 SE and Ti 4800. The
       AGP 8x variant of the Ti 4200 was just known as the "Ti 4200
       with AGP 8x."
       In the GeForce4 Ti line, the Ti 4200 is slowest and the Ti 4800
       is fastest.
       Review from ixbtlabs GeForce 3 Ti500, Radeon 8500, GeForce 4
       Ti
       NV3x | GeForce FX
       FX 5200 Ultra
       FX 5600 256MB
       FX 5900 Ultra
       These are NVIDIA's first Direct3D 9 GPUs. They have excellent
       Direct3D 5-8 compatibility and performance but are of limited
       value for Direct3D 9. They are very useful for old games because
       they still have support for palettized textures and fog table.
       Similar anti-aliasing and anisotropic features, but performance
       with these is improved compared to older models. The high
       performance models like 5700 Ultra, 5800 Ultra and 59x0 Ultra
       allow one to run old games in high-resolution with anti-aliasing
       and anisotropic filtering.
       Avoid models with 64-bit bus and naming suffixes like LE, XT or
       VE because they have been crippled in some way. There were some
       PCIe models made, named GeForce PCX 5xxx.
       5200 < 5500 < 5200 Ultra < 5600 < 5600 Ultra < 5700 < 5700 Ultra
       < 5800 < 5800 Ultra < 59x0 < 59x0 Ultra
       NV4x | GeForce 6
       Geforce 6600 128MB
       Geforce 6800
       The GeForce 6 series (NV4x) was released in 2004 and is the
       first Direct3D 9.0c-compliant GPU. It introduced support for
       Shader Model 3.0 and support for PCI Express x16, though
       initially released cards were AGP-only. Compared to the GeForce
       FX series, the NV4x had dramatically improved performance
       all-around but dropped palettized texture support, so it is
       incompatible with some old games (few). This is NVIDIA's final
       generation of GPUs with Windows 9x and NT 4.0 support.
       Some of the GF 6800s and most of the GF 6600s made use of a PCIe
       to AGP bridge chip.
       GeForce 7
       The Geforce 7 was the last generation of NVidia graphics chips
       to support AGP. Ati/AMD continued to offer AGP-compatible
       graphics solutions for a while longer till the HD 4670
       *****************************************************
       Page 1 of 1