July 2003 3Digest: NVIDIA GeForce4 Ti 4600
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This chip is presented by Albatron Medusa GeForce4 Ti 4600, 128MB, AGP card.
Features:
- NVIDIA GeForce4 Ti 4600 GPU, 300 MHz clock speed;
- 128MB DDR SGRAM in 8 Samsung 2.8ns chips, 325 (650) MHz clock speed, 128-bit bus;
- Peak fill rate in the multitexturing mode without optimizations is 1200 megapixels/sec and 2400 megatexels/sec.
By the end of the month the product belongs to the $170-190 range; supports DirectX 8.0; closest rivals: RADEON 9700/9700Pro.
You can read more on GeForce4 in our reviews:
- Theoretical and analytical videocard reviews, containing functional analysis of NVIDIA GeForce4 Ti
- NVIDIA GeForce4 Ti basic review
- Review of MSI GF4Ti4600 on NVIDIA GeForce4 Ti - anisotropic filtering perfomance on the example of 3DMark03 SE; new Advanced Pixel Shader Test.
- Review of Leadtek WinFast GeForce4 Ti 4400 on NVIDIA GeForce4 Ti 4400 - Vulpine GLMark with anisotropic filtering.
- Review of Gainward PowerPack GeForce4 Ultra/700XP and Ultra/750XP Golden Sample on NVIDIA GeForce4 Ti 4400/4600 - new tests: Codecult Code Creatures and Novalogic Comanche4 Benchmark.
- Review of Chaintech A-GF61 SE on NVIDIA GeForce4 Ti 4600 - dependence of performance on CPU clock rate on the example of AMD Athlon 750MHz, 1000MHz , Athlon XP 1250MHz,1666MHz (Serious Sam II, Return to Castle Wolfenstein).
- Review of Creative 3D Blaster GeForce4 Ti 4400 on NVIDIA GeForce4 Ti 4400 - dependence of performance on CPU clock rate on the example of Intel Pentium III 1000MHz, Pentium 4 2000MHz, 2200MHz (Serious Sam II, Return to Castle Wolfenstein).
- Review of ASUS V8440 è V8460 on NVIDIA GeForce4 Ti 4400 and 4600 - dependence of performance on CPU clock rate on the example of Intel Pentium III 1000MHz, Pentium 4 2000MHz, 2200MHz, AMD Athlon 750MHz, 1000MHz, Athlon XP 1250MHz, 1666MHz (3DMark03 SE).
- Review of ABIT Siluro GF4 Ti on NVIDIA GeForce4 Ti 4400 - AA performance in 3DMark03 SE.
- Review of Palit Daytona GeForce4 Ti 4600 - anisotropy on different platforms in 3DMark03 SE (Game1, Game2).
- Review of Joytech Apollo Bloody Monster II GeForce4 Ti 4600 - anisotropy on different platforms in 3DMark03 SE (Game3, Game4).
- Review of S/U/M/A/ Platinum GeForce4 Ti 4400 DVI and GeForce4 Ti 4600 SE
- antialiasing on different platforms in 3DMark03 SE (Game1, Game2).
- Review of Triplex Millennium Silver GeForce4 Ti 4600
- antialiasing on different platforms in 3DMark03 SE (Game3, Game4).
- Review of Leadtek WinFast A250LE 64MB and Gainward Powerpack Ultra/650XP 128MB on NVIDIA GeForce4 Ti 4200
- Review of S/U/M/A/ Platinum GeForce4 Ti 4200 64MB, 4200SE 64MB and 4200SE 128MB
- anisotropy in 3DMark03 SE, RtCW, Serious Sam: TSE.
- Review of Sparkle GeForce4 Ti 4400 è GeForce4 Ti 4600.
- Review of ABIT Siluro GF4Ti4200, Prolink PixelView GeForce4 Ti 4200, Palit Daytona GeForce4 Ti 4200 128MB and Gainward Powerpack Ultra/650XP 64MB on NVIDIA GeForce4 Ti 4200
- Review of GeForce4 Ti 4200 128MB, Sparkle GeForce4 Ti 4200 128MB, Gainward PowerPack GeForce4 Ti 4200 64MB 3.3ns on NVIDIA GeForce4 Ti 4200 - fast anisotropy with 30.* drivers
- Review of Galaxy 3G Graphic GeForce4 Ti 4200 64MB, MSI GF4Ti4200 VIVO 64MB, Triplex Millennium Silver GeForce4 Ti 4200 64MB on NVIDIA GeForce4 Ti 4200 - GeForce4 VIVO; Unreal Tournament 2003 DEMO final release performance
- Review of NVIDIA GeForce4 Ti 4200 With AGP8x (NV28)
- Review of Albatron Medusa GeForce4 Ti 4200P Turbo 128MB and GeForce4 Ti 4600
- Review of ABIT Siluro GF4 Ti4200 OTES and ASUS V8420S on NVIDIA GeForce4 Ti 4200
On July 10, 2003 the latest drivers from NVIDIA are 44.22, 44.71 and 44.90 for Windows XP.
The straight line in graphs clearly indicates there's no performance difference.
You can get more information about problems of various NVIDIA drivers at the NVIDIA World website.
Pay attention to the article about anisotropic filtering section.
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). ). 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 learn about 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:
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