The Videocard

The 3D Prophet DDR really is a phenomenal board with all of today's and near future functions that you would like to see for a High performance videocard. It is based up-on NVidia's hot chip called the Geforce 256, a Graphics Processing Unit (GPU). 

What's in the Box
In the box you'll find of course a 3D Prophet equiped with DDR memory (more on that later), a manual, a S-VHS to Composite cable and a driver CD along with Xing's DVD player.

Installation ran without any problems, remove your old Videocard, insert the 3D Prophet and boot up. After your boot-up go to your display driver properties, hit update, browse to the drivers on the CD, in our case win9x, and hit install. After a reboot you are set to go. (Don't forget to install the DirectX 7 drivers BTW). 

The driver CD contains drivers for Win95/98 and Win NT based up-on version 3.64 Detonator drivers from NVidia. You can get the latest drivers that are available at the website from Guillemot. Furthermore you'll find DirectX 7 on the CD (you want to install 7 for full compatibility). 

Last but not least the tech-demo suite from nVIDIA is included, also there are some game demo's present to show off your 3D prophet. Included and most important demo's are, TreeMark, Wanda, waves and Bubble (which I loved the most). The Bubble demo makes use of the GeForce's  Cubic environment mapping. When you touch the bubble it'll do weird things. Cubic environment mapping somewhat like Matrox's Bump-Mapping. 

Bump mapping is a process used where the texture bitmap of a 3D object is enhanced by a second map that's designed to realistically reflect or react to the light in a way that makes the object appear "bumpy."  3D Cards originally used "Emboss Bump Mapping", a form of multi-texturing that approximated the effects of light.  3D Labs, NVidia, and others have incorporated dot-based bump mapping into their hardware.  It's a nice feature, but to develop a game with bump mapping in mind programmers would lose out on the time saved by the original "code once" approach intended with DirectX or miss out on each individual card's benefits.

Remember the bad guy from terminator 2 when he walks out of the fire in chrome and he assembles himself from all those tiny and small liquid chrome bubbles ? That's Cubic environment mapping. 


[ click to enlarge

DDR/SDR
The videocard is equipped with 6ns DDR (Double Data Rate) SGRAM based memory. Lucky for us the GeForce can handle this new DDR (Dual Data rate) memory. Why would you need DDR ram instead of SDR ram ? 

DDR memory can transfer data at twice the speed of conventional (Single Data Rate) memory by allowing the memory to transfer data on both the rising and falling edges of the clock. That means twice the data and double the fun! Theoratically 6 ns DDR memory is capable of transferring data at the same speed as 3 ns SDR memory.

* SDR memory can push about ~2.24 GB/second
* DDR memory can push about ~4.47 GB/second

SDR Ram will work fine in all resolutions, you will enjoy gameplay and framerate in all it's ways, however, for the more demanding gamers & freaks (like me) you'd probably want a DDR version. 

At lower resolutions, the video card isn't pushing more data around than the memory can handle, but once you get up past 1024 by 768, the DDR card should start (theoretically) to show significant improvement in your framerate. The DDR memory allows twice as many memory operations at once compared to SDR. This results in twice as many bandwidth. 

 

Transform & Lighting
What makes the GPU so special compared to a TNT-2 ? Well, it can render scenes in very complex 3D applications and games without the use or very little use of your processor due to hardware T&L (Transform and Lighting). The GeForce supports every hardware accelerated function that for example a TNT-2 does, however, it has the new added luxury of hardwa
re T&L, a tremendous step forward for real time 3D rendering.

In this small part we will try to explain Transform & Lighting (T&L from now on). Transform actually is nothing more then the transformation of the 3D 'space/data' of your typical game into 2D data. When you look at your monitor you actually look at a 2D screens. When you take a photograph with your camera the real world (3D) will be transformed on a 2D photograph right ? That's what is getting transferred on the GPU/hardware. The transformation is a tremendous amount of geometric data which will not be handled by your CPU anymore (if supported by the software).

The "lighting" part is actually very precise modeling dynamic light on surfaces. For example, take glass and your your desktop light. Now move the light around the glass for a while and look at your glass. The light is reflecting, shining and moving in several ways, that's Dynamic Lighting on surfaces. Dynamic lighting, where object or light motion is accurately shown, is an extremely processing dependant task, especially when you're dealing with multiple light sources. Your GeForce can handle it with its GPU.

In general see is like this, the more your videocard does, the less has to be calculated by your processor, the faster your game will run with better and higher quality. 

 

previous home next page

Copyright 1999 - All rights reserved Hilbert Hagedoorn

 

 

trans468x15.gif (182 bytes) right.gif (163 bytes)