For those that missed the GeForce2 GTS specs, we'd like to lend a brief refresher.
- Graphics controller: NVIDIA GeForce GTS
- RAMDAC/Pixel Cycle: 350MHz
- Memory: 32MB or 64MB DDR RAM
- Bus System: AGP 2x/4x including fast writes and execute mode
- Standards: DPMS, DDC2B, Plug and Play
- Optional Video Module: 1x Video-In and 1x Video-Out
- BIOS: VESA BIOS 3.0 support
- 2D Features: 256 bit 2D acceleration, optimized for 32, 24, 16, 15, and 8 bit color, hardware cursor in true color, multi-buffering
- 3D Features: 256 bit engine with HyperTexel support, optimized Direct3D and OpenGL acceleration, full DirectX 7 support, 32 bit Z/stencil buffer, single pass multi-texturing, anti-aliasing, high quality texture filtering, advanced Per-Pixel texturing, and texture compression.
It should be restated that the GeForce2 GTS is based on a .18-micron process (funny how video cards are rapidly becoming more complicated than CPUs). Facilitating the jump from 120MHz to 200MHz, this die-shrink may be considered one of the most valuable revisions since the original GeForce. A .25-micron process wouldn't have allowed NVIDIA the 80MHz jump in core speed and would have more than likely limited the fillrate to 1Gtexel/s or so.
Since the GLADIAC is a reference card (identical to the one which was agonized over last week), we'd like to direct your attention to the comprehensive coverage the GeForce2 GTS has already received.
Many of our readers have expressed the desire for Unreal Tournament benchmarks (so many in fact, that we thought it wise to address the issue here). While we realize the popularity of UT in the gaming world, it is so CPU dependant that it becomes difficult to isolate video card performance. We agree that the game is beautiful, plays well, and have even given it a first place finish in our 1999 FPS Shootout.
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