|
In the Forums... |
Posted: November 6, 2000 Written by: Tuan "Solace" Nguyen 2nd Generation Transform and Lighting NVIDIA's introduction of the graphics processing unit (GPU) in the fall of 1999 freed the computationally intensive tasks of transform and lighting (T&L) from the confines of the CPU. The release of GeForce2 GTS and the second generation of hardware accelerated T&L made real time, high-polygon count scenes possible. Now, with the GeForce2 Ultra, NVIDIA takes transform and lighting to a higher level. With a triangle rate of 31 million triangles per second, the GeForce2 Ultra delivers the most stunning and realistic scenes ever seen on the PC… for now. Geometrically complex worlds require exceptional processing power. Under the power of GeForce2 Ultra, the T&L intensive application on the left runs faster than ever before. In addition, a scene's complexity can be doubled, as illustrated on the right -- without sacrificing quality. Speed was reduced, though, but it was still viewable. Try this on even a GTS and you’re left lagging. At first, it appears that the castle is a small element in this virtual world. But as you zoom in, you realize that the second generation T&L engines in GeForce2 GTS have rendered a fully detailed castle, complete with knotty wood doors and craggy rock walls. Check the following screens out. Is that detailed or what?! Smooth as silk, even at high resolutions like 1280x1024. The original GeForce could only handle one gargoyle. This scene has three. Just thought you’d like to see some scenes. If you want to learn more about the GeForce2 architecture, read our GeForce2 Preview right here. Let’s move on. |
||
|
---|