The 4 parallel render pipelines of the GeForce should give it a boost in older games compared to the older TNT2 with only 2 pipelines. In benchmarks on a P3 system clocked at 500 MHz using 3DMark99 Max, Unreal 225f and Expendable we didn't notice much of this. Only using Expendable at 1280x1024x16 we noticed an increase in framerate, 48 fps while TNT2 and TNT2Ultra produced 36 and 46 fps.
OpenGL games can already use the T&L acceleration of the 3D chip. Quake3 Arena 1.08 using maximal texture detail and lightmaps produced 63 fps at a resolution of 1024x768 in 16bit colour, 16 bit textures and bilinear filtering (TNT2 only manages 33fps). When we increase to trilinear filtering the results dropped to a still impressive 60 fps.
The T&L acceleration pushes the GeForce card continuously against its fillrate limit on the P3-500Mhz system. We can conclude this from the fact that the framerate drops every time we increase the image quality. If we increase quality by selecting a 32bit frame buffer the performance drops to 42 fps, if we add 32bit textures we end up at 37 fps (TNT2 = 32 fps). The filter quality remained Trilinear. Increasing the screen resolution to 1280x960 really hurts the GeForce fillrate since the framerate drops to only 22 fps.
Mwah, klinkt allemaal nog niet erg indrukwekkend...