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The Impact of the AGP-Speed

GeForce256 and the First T&L-Title

Exploration into Overclocked AGP Graphics

Preview of the Double Whopper - ATI's Rage Fury MAXX

ATI Rage Fury MAXX Review

ATi Radeon256 Preview

Asus AGP-V6800 Deluxe and Creative Labs Annihilator Pro Review

ELSA Erazor X 2 GeForce review

ELSA Erazor X and Absolute Multimedia Outrageous 3D GeForce Review

Leadtek WinFast GeForce 256 DDR Review

Asus AGP-V6600 Deluxe Review

Battle of the Titans: Creative Labs Annihilator vs. Leadtek WinFast GeForce 256

Over-clocking the GeForce256

Rambler's Top100 Рейтинг@Mail.ru


Краткое содержание статьи: No doubt, NVIDIA's new 3D chip GeForce2 GTS is faster than any other 3D chip before. Unfortunately there's not that much software to take advantage of GeForce2's huge performance numbers. Another disappointment is GeForce2's lack of 32-bit performance at high resolutions, which is clearly the result of its too low memory bandwidth.

Tom's Take On NVIDIA's New GeForce2 GTS

Редакция THG,  27 апреля 2000
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What's Not New?

GeForce2 GTS is of course equipped with all those cool features that GeForce has already offered us for the last six months:

Cube Environment Mapping

Reflection of the surrounding environment on a 3D object may sound rather unimportant, but if you look around your room you might realize that many objects actually do reflect. A bottle of water, a mobile phone, a CD-cover, a picture frame, the front of your stereo, .... are only few examples of reflecting objects that could be found in any 3D scene just as much. To make the 3D-world more realistic those object should show reflections as well and for this purpose cube environment mapping was introduced into GeForce last year.

Cube environment mapping is a technique developed by SGI a while ago and NVIDIA was the first to bring it to home desktops. The idea is pretty simple. From an object with a reflective surface (and not from the room center, as I read somewhere else) you render six environment maps in each room direction (front, back, up, down, left, right) and use those to display the reflections on this object.

Example Cube Environment Mapping

It can either be used to reflect in detail or blurred, but it can also be used for more accurate (per-pixel) specular lighting. The viewer/camera can move around the reflecting object without you noticing distortions or other artifacts in the reflection, something that's not possible with sphere environment mapping. Cube environment mapping is fully implemented into DirectX 7 and will certainly be found in 3D-games very soon.
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