Lighting and Shading ...

The second important improvement of the GF2 is a structural change in it's Lighting engine. The most important aspect of it is the fact that the GF2 can calculate multiple lighting techniques per pixel thanks to a technique called NSR (NVIDIA Shading Rasterizer). 

The GF2 can calculate 7 different pixel operations in one pass/clock cycle per pipeline. Added techniques are Per-Pixel Bump Mapping, Per-Pixel Diffuse Lighting and Per-Pixel Spectacular Lighting. While watching NVIDIA's Geforce2 GTS tech demo's we must say that it really is looking astounding. 

At this time there is not one single game which makes advantage of it but hey .. As with any new generation of videocard I can say, within the next 6 months I'm sure we'll see some spectacular enhanced games.




click images to enlarge

The images in the right upper corner are taken from several technology demonstration included on the NVIDIA tech demo CD. They show you the possibilities and options of the GF2 very well.

The T&L Engine
As you probably know, the GeForce has a hardware Transform & Lighting engine (which I believe is truly a fruitful technological advantage). Compared to the GF 256 the performance has been boosted quite a lot. The Engine can now calculate 25 Million triangles/sec compared to the 15 Million from the GeForce 256. It has now been 6 months since the first T&L videocard became available, and luckily there are several T&L compatible games available, and a lot will be released quite soon

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Coming up - Full Scene Anti-Aliasing

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