This chip is presented by SUMA Platinum GeForce4 Ti 4200SE 128MB, AGP card.
- NVIDIA GeForce4 Ti 4200 chip, 250 MHz clock rate;
- 128MB DDR SDRAM memory in 8 Hynix 3.3ns microchips, 275 (550) MHz clock rate, 128-bit bus;
- Peak fill rate in the multitexturing mode without optimizations is 1000 megapixels/sec and 2000 megatexels/sec.
We've already used to the appearance of improved products 6 months after their original version release (TNT - TNT2, GeForce - GeForce2, GeForce3 - NV25). But this time it was marketing that moved NV25 release from the fall of 2001 to February 2002, as they had to release Ti200/500 to compete with new ATI products. And so NV25 or GeForce4 was released. And already as a line: 4200-4600. And if Ti 4400/4600 appeared in February 2002, the junior 4200 serie was announced only in April and appeared in retail in May.
SUMA went further and released a special variant of this card with 128MB of 3.3ns memory clocked at 275 (550) MHz. This card might become a good compromise of price and performance, having the latter close to Ti 4400 and the price about $200 (for the beginning of June).
Read more about GeForce4 in the following articles:
- Theoretical and analytical videocard reviews, containing
functional analysis of NVIDIA GeForce4 Ti GPU: NVIDIA GeForce4
GeForce4 Ti review
GF4Ti4600 on NVIDIA GeForce4 Ti - concerns anisotropic filtering
in the 3DMark2001 SE, and new Advanced Pixel Shader Test from
WinFast GeForce4 Ti 4600 on NVIDIA GeForce4 Ti 4600 - tests
based on the Vulpine GLMark with anisotropy enabled.
PowerPack GeForce4 Ultra/700XP and Ultra/750XP Golden Sample
on NVIDIA GeForce4 Ti 4400/4600 - Codecult Code Creatures
and Novalogic Comanche4 Benchmark.
A-GF61 SE on NVIDIA GeForce4 Ti 4600 - dependence of the
performance on a CPU speed (AMD Athlon 750, 1000 MHz, Athlon
XP 1250, 1666 MHz; in Serious Sam II, Return to Castle Wolfenstein).
3D Blaster GeForce4 Ti 4400 on NVIDIA GeForce4 Ti 4400 -
dependence of the performance on a CPU speed (Intel Pentium
III 1000, Pentium 4 2000, 2200 MHz; in Serious Sam II, Return
to Castle Wolfenstein).
V8440 and V8460 on NVIDIA GeForce4 Ti 4400 and 4600 - dependence
of the performance on a CPU speed (Intel Pentium III 1000, Pentium
4 2000, 2200 MHz, AMD Athlon 750, 1000 MHz, Athlon XP 1250,
1666 MHz; in 3DMark2001 SE).
Siluro GF4 Ti on NVIDIA GeForce4 Ti 4400 - AA operation
in the 3DMark2001 SE.
Daytona GeForce4 Ti 4600 - operation of anisotropy on different
platforms based on the 3DMark2001 SE (Game1, Game2).
Apollo Bloody Monster II GeForce4 Ti 4600 - examination
of anisotropy on different platforms on the 3DMark2001 SE (Game3,
Platinum GeForce4 Ti 4400 DVI and GeForce4 Ti 4600 SE -
examination of anti-aliasing on different platforms in 3DMark2001
SE (Game1, Game2).
Millennium Silver GeForce Ti 4600 - examination of anti-aliasing
on different platforms in 3DMark2001 SE (Game3, Game4).
WinFast A250LE 64 MBytes and Gainward Powerpack Ultra/650XP
128 MBytes on NVIDIA GeForce4 Ti 4200
Platinum GeForce4 Ti 4200 64 MBytes, GeForce4 Ti 4200 SE 64
MBytes, GeForce4 Ti 4200 SE 128 MBytes - examination of
anisotropy in Return to Castle Wolfenstein, Serious Sam: The
Platinum GeForce4 Ti 4200 64 MBytes, 4200SE 64 MBytes and 4200SE
128 MBytes - examination of anisotropy in 3DMark2001 SE,
RtCW, Serious Sam: TSE.
GeForce4 Ti 4400 and GeForce4 Ti 4600 cards
On the 10th of August 2002 the latest drivers from NVIDIA are 29.90, 30.00, 30.82 for Windows XP.
Test results are in the summary diagrams.
Pay attention to the article concerning anisotropic filtering.
I shall mark that GeForce3/4 supports new types of antialiasing based on multisampling (MSAA) technology, including noteworthy Quincunx mode (read about it in our
GeForce3 review). But it has a serious disadvantage of texture soaping. But we should have already used to trade-offs of modern accelerators. I recommend you to read the GeForce4 Ti article and get acquainted with the new 4xS AA.
Interesting technologies of working with vertex and pixel shaders allow to create more realistic lighting effects and to form original solutions:
Vertex shaders and fur
The power and perfomance of GeForce4 is in the best way demonstrated in the demo-version of the CodeCreatures engine with already two games in development:
There's no criticism about 3D quality in all the games tested. Look at the shots taken on GeForce3 and GeForce4.