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Asus V8460
Ultra (GeForce4 Ti4600) Video Card - Page 2
15-April-2002 - Review by
James
"Agg" Rolfe
GeForce4 Titanium
So, what does GeForce4 Titanium chipset really offer over the
GeForce3 Titanium series? Firstly, the clockspeed of both memory
and core are higher, which is no great surprise:
|
Core
Clockspeed |
Memory
Clockspeed |
|
GeForce4
Ti4600 |
300MHz |
650MHz
DDR |
|
GeForce4
Ti4400 |
275MHz |
550MHz
DDR |
|
GeForce4
Ti4200 |
250MHz |
550MHz
DDR (64MB)
440MHz DDR (128MB) |
|
GeForce4
MX460 |
300MHz |
500MHz DDR |
|
GeForce4
MX440 |
270MHz |
400MHz DDR |
|
GeForce4
MX420 |
250MHz |
166MHz
SDR
(400MHz DDR soon) |
|
GeForce3
Ti500 |
240MHz |
500MHz
DDR |
|
GeForce3
Ti200 |
175MHz |
350MHz
DDR |
|
GeForce3
Classic |
240MHz |
460MHz
DDR |
Of course, there's not a linear
correlation between clockspeed and video performance. New chips
are usually more efficient and contain new features which, when
software is written to take advantage of them, can provide more
substantial performance gains than the clockspeed changes would
indicate. On nVIDIA's product page and technical page for the GF4 Ti, they list a
few main features, my translation and comments below:
- nfiniteFX II Engine - this is the core technology of the
card, featuring such buzzwords as dual programmable Vertex
Shaders, faster Pixel Shaders and 3D textures. There's more
info here but the main concern with these new
features is whether, and when, software will know to take advantage
of them. This document explains how this technology
can be used to draw more realistic furry animals, for example.
From my perspective at the moment, the main purpose of this technology
is to "unlock" some more sections of the 3DMark benchmark
- it knows about the special features and tests them, but an
older game won't. However, as software is released or updated
to use these features, they will - as shown by the nVIDIA demos
- be able to create more realistic, more immersive characters
and environments.
- Accuview Antialiasing - Anti-aliasing is in itself not new
with the GF4 Ti, it's a technique used to smooth edges onscreen
for a more realistic, less artificially-sharp appearance and has
been around for a few generations of video cards now. It helps
prevent the "jaggy" effect of diagonal lines or curves
displayed onscreen. The GF4 Ti allows some extra anti-aliasing
modes which are intended to give comparable visual quality without
the huge performance hit normally associated with full-screen
anti-aliasing. FSAA warrants an entire article to itself, with
visual quality (screenshot) comparisons between the various methods
as implemented by various cards as well as benchmarking - for
this reason I will cover antialiasing in a separate article.
- nView display technology - I cover this in some detail on page
3 of this review.
- Lightspeed Memory Architecture
II - There's a brain-popping
technical PDF about this here and there's quite a few separate technologies
involved, but the basic purpose is to allow the GPU more efficient
use of the 10.4GB/sec bandwidth available across the 128-bit
(DDR) memory bus. This is achieved by using 4 separate memory
controllers, 4 separate data caches and techniques such as data
compression, pre-charging sections of the memory array that are
likely to be used soon and rapid clearing of the z-buffer.
Performance:
Buzzwords are all well and good, but this is the bit I imagine
most of you want to see - the magic numbers. So, let's get into
it. The testbed configuration is as follows:
Hardware:
- Soltek SL-75DRV5 KT333 motherboard
(also from Altech,
review soon)
- AMD AthlonXP 1600+ (1.4GHz,
133x10.5)
- KingMax DDR400 SDRAM (running
at 333MHz @ CAS 2.5)
- IBM 75GXP 30GB ATA-100 7200rpm
hard drive
- Enermax EG651P-V(E) 550W ATX
power supply
Software:
- Win2K SP2
- DirectX 8.1
- VIA 4-in-1 drivers version 438(2)v(a)
- DetonatorXP drivers version
28.32
3DMark2001SE from MadOnion is of course the standard DirectX
benchmark these days. We ran it at 3 resolutions and the results
speak for themselves:
As you'd hope, the Ti4600 card
streaks well ahead of the older GF3 and the "Value"
chipset, GF4 MX440.
Quake3Arena from id Software is a popular game in itself but
also serves well as an OpenGL benchmark. The engine is also used
for many other, newer games, so despite Q3's age we still consider
it a valid tool for comparison. We used our standard OCAU Slayer demo, check that page for full
info about the benchmark. Default settings were used for High
Quality 800x600 and Fastest, but for 1600x1200 we set Geometric
Detail to High and the Texture Detail slider was dragged all the
way to the right.
Here the results are closer, but
as the resolution increases, so does the Ti4600's lead. The "Fastest"
test shows the cards equal, but that of course is an unusably-low
resolution and detail setting, only really serving to show that
the testbed was identical for all 3 cards. The real limit there
is the CPU, but as the resolution increases the video card has
to do more work and the slower cards get left behind.
So, a healthy performance increase
from the new chipset over the old - admittedly, the GF3 Ti500
(no sample available for comparison) has been shown elsewhere
to be a smidge faster than the "classic" GF3 compared
above, but there's not a lot in it. The GF4 Ti4600 definitely
takes the Speed King title for now and Asus's implementation leaves
little to be desired in that regard. Of course, we couldn't just
leave it at stock speeds, though..
NEXT PAGE - Overclocking, nView and Conclusions Other Recent Content:
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