Bij The Tech Zone hebben ze nog een artikel online gemikt van nVidia's GeForce 256. Niet veel anders dan de 41 andere artikels, maar het Voodoo4 vs. GeForce 256 gedeelte is wellicht de moeite waard. Check het hele artikel hier.
Now there is much debate as to how better graphics can be brought into gaming. Quite unsurprisingly 3dfx who have concentrated on more fill-rate is claiming that is the way to go. Not directly by raw fill-rate but by allowing for T-Buffer technology, especially anti-aliasing, which will greatly improve the visual quality of games. Yet for current games the GeForce 256 seems quite capable at 1024x768, which at 60 fps has been the 3dfx anathema as well. In a recent interview 3dfx were stating that their card will be superior at higher resolutions. True but this is also spin-doctoring because using the T-Buffer is meant to give good frame rates at 1024x768, about the same resolution that the GeForce will run with it's own feature set fully enabled and at similar frame rates. So both these products will perform their respective tricks and hope to give you 60 fps at 1024x768. The ideal situation of course could be to have a Glaze3D 2400 with the Thor geometry co-processor! This would allow the same geometrically detailed levels and models but at a higher resolution. One thing about the T-buffer that is really cool is that it will not require you to wait for any games to support it for anti-aliasing! It's just a driver switch to turn it on. Of course the other features are not as easy. In fact since they are cinematic effects they will need a more fundamental shift in the game design which may actually deter developers from fully utilising it because they will be blocking out a large potential customer base in doing so. Things like the use of depth-of-field to simulate a blurred/concussion effect should not present such problems though. With the GeForce developers will have to make more detailed levels than is currently used. So you will see this only in new games. It is often said that developers will not bother due to the need to support a large base of cards without such geometry features. But with most of the good 3D engines supporting dynamic level-of-detail (LOD) often based on the frame-rates you are getting this shouldn't be as big an issue as some would like you to believe.