As with every
new major Graphics launch, NVIDIA has prepared yet another
technology demo for their new flagship GPU. Behold,
NVIDIA's "Vulcan"... Slightly more demonic by nature, than
the NV30's sexy, nubile and flirtatious "Dawn", Vulcan
displays an impressive rendering effect that has been
challenging to perfect for many Game Developers.
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NVIDIA Tech Demo - The Vulcan |
Fire, Fire! Arggh Arggh....
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The effect of
fire and especially its motion, like water, is very hard to
replicate with computer animation. Like water, fire is
a fluid uncontrolled element that originates from a source
but rarely repeats its movements, at least in nature anyway.
There is an interesting issue with many things in nature, in
that they are very difficult to duplicate digitally on the
screen. Objects, such as trees, grass, fire, wind and
water are all very challenging for the 3D Graphics artist
and computer animator. Vulcan's is a creature that emanates
fire form within its body and outward. These images
hardly do him justice however. We're hopeful that
NVIDIA will release the demo publicly, so you can see him in
motion for yourself. It is truly impressive to watch.
Vulcan's fire is easily the best looking fire we've seen to
date, in any real-time computer animation effect.
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Detonator FX Drivers Version 44.03 |
Streamlined, Neat and Clean |
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NVIDIA hasn't
changed their Detonator FX drivers much in the last few
releases. The version we tested is very similar to the
43.45 version that has been on NVIDIA's site for some time
now. Regardless, we've captured the essence of them
and the GeForce FX 5900 Ultra card behind them, for you
here.
Frankly, we're
sort of torn, around the HH Labs, with respect to which
driver suite we prefer, NVIDIA's or ATi's. This
version of the Detonator FX drivers, is very streamline and
easy to use, with only one set of image quality controls for
both D3D and OpenGL. For D3D you have up to 8X AA
available to you now, with the NV30 and NV35, as well as 4XS
and 6XS mode, for additional texture sharpening that is
sometimes needed in scenes that are blurred slightly from
AA's smoothing effects. In OpenGL, you have up to 8X
available as well but only have the option of running in 4X
mode below the 8X level, as 6XS is not available for OpenGL
gaming.
There are also
specific and dedicated clock sliders available, with the
help of NVIDIA's "Coolbits" registry tweak, one for 2D or
desktop clock speeds and one slider for 3D control as well.
These settings also work in conjunction with the Heat Sink
and Fan assembly on the card and throttle the fan up
slightly during game-play. Again, fan speed and noise
factor is very manageable with this card, so it's not all
that surprising that NVIDIA carried this approach forward,
with respect to thermal management. Incidentally, the
48C temp you see in the temperature control panel above, is
indicative of the reading we took after about 1/2 hour of
in-game testing with the card and on a open test bench
environment.
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Image Quality Testing - "Intellisample HCT"
On Display - Anisotropic Filtering |
Beauty is in the eye of the beholder |
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The first aspect
of image quality we'll explore with the NV35, is Anisotropic
Filtering. This is a method of sharpening textures in
a rendered scene, thus providing more detailed and vivid
textures on visible surfaces. All of the following in
game screen shots, were taken at 1024X768 resolution and
converted to very low compression JPEGs. Analog modem
users may want to take note of the large file size while
downloading. Also, we suggest you switch your desktop
resolution to 1024X768, in order to view these images at
their proper scale.
Ansiotropic Filtering Tests - Quake 3 Arena:
All Shots Taken
In Quality Mode For Both Cards
NV35
No AF
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NV35
2X AF
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R9800 2X AF
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NV35
4X AF
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R9800 4X AF
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NV35 8X AF
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R9800 8X AF
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R9800 16X AF
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eye, the NV35's Aniso Filtering is on par, setting for
setting, with ATi's. There is a very slight advantage
in 4X mode, for ATi here but the difference is completely
negligible and really this gets into a very subjective
topic. You decide which you like better but for us
it's pretty much a toss up. Incidentally, 16X AF with
the ATi card, is barely an improvement over 8X levels it
seems, at least with respect to Quake 3's textures.
Color Mip
Levels Activated
NV35 No AF
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NV35 2X AF
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R9800 2X AF
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NV35 4X AF
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R9800 4X AF
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NV35 8X AF
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R9800 8X AF
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R9800 16X AF
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NV35
Performance Mode Shots
NV35
4X AF
Perf. Mip
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NV35
4X AF Perf.
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Levels enabled in Quake 3, we're able to see exactly how
much work each card is doing in a given scene. As you
can see here, it's pretty much a horse race but there is an
ever so slight nod given to the Radeon card here, especially
at 8X levels. At 16 AF, the Radeon is clearly
sharpening textures further off in the distance, which
should equate to a sharper scene overall. However
again, don't let this test sway your judgment too much.
You don't play the game this way, so this test is merely for
sake of discussion here and to highlight the differences
between the two cards. At end of the day, the standard
mode shots we've shown you first, are what you'll be
observing during game play.
Finally, we
enabled "Performance Mode" for the NV35, in order to show
you the differences in the mip level blending for this
setting. Clearly the transitions aren't as smooth as
quality mode. However, fire up the same 4X setting in
the quality shots above and A/B them on your screen.
Can you see the difference? It is ever so slight but
the Quality mode shots do look sharper at the far end of the
scene. Look at the floor textures for the tell tale
details. ATi's performance mode settings look pretty
much the same as well, when you enable Color Mip Levels on
Q3. So again overall, it's pretty much a toss up
between AF and the two top contenders.
Let's look at
Anti-Aliasing.
Anti-Aliasing
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