The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in February 2001,[1] it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-aliasing and improved the overall efficiency of the rendering process.
The GeForce 3 family comprises 3 consumer models: the GeForce 3, the GeForce 3 Ti200, and the GeForce 3 Ti500. A separate professional version, with a feature-set tailored for computer aided design, was sold as the Quadro DCC. A derivative of the GeForce 3, known as the NV2A, is used in the Microsoft Xbox game console.
Architecture
GeForce3 Ti 200 GPU
The GeForce 3 was introduced three months after Nvidia acquired the assets of 3dfx. It was marketed as the nFinite FX Engine, and was the first Microsoft Direct3D 8.0 compliant 3D-card. Its programmable shader architecture enabled applications to execute custom visual effects programs in Microsoft Shader language 1.1. It is believed that the fixed-function T&L hardware from GeForce 2 was still included on the chip for use with Direct3D 7.0 applications, as the single vertex shader was not fast enough to emulate it yet.[2] With respect to pure pixel and texel throughput, the GeForce 3 has four pixel pipelines which each can sample two textures per clock. This is the same configuration as GeForce 2, excluding the slower GeForce 2 MX line.
To take better advantage of available memory performance, the GeForce 3 has a memory subsystem dubbed Lightspeed Memory Architecture (LMA). This is composed of several mechanisms that reduce overdraw, conserve memory bandwidth by compressing the z-buffer (depth buffer) and better manage interaction with the DRAM.
Other architectural changes include EMBM support[3][4] (first introduced by Matrox in 1999) and improvements to anti-aliasing functionality. Previous GeForce chips could perform only super-sampled anti-aliasing (SSAA), a demanding process that renders the image at a large size internally and then scales it down to the end output resolution. GeForce 3 adds multi-sampling anti-aliasing (MSAA) and Quincunx anti-aliasing methods, both of which perform significantly better than super-sampling anti-aliasing at the expense of quality. With multi-sampling, the render output units super-sample only the Z-buffers and stencil buffers, and using that information get greater geometry detail needed to determine if a pixel covers more than one polygonal object. This saves the pixel/fragment shader from having to render multiple fragments for pixels where the same object covers all of the same sub-pixels in a pixel. This method fails with texture maps which have varying transparency (e.g. a texture map that represents a chain link fence). Quincunx anti-aliasing is a blur filter that shifts the rendered image a half-pixel up and a half-pixel left in order to create sub-pixels which are then averaged together in a diagonal cross pattern, destroying both jagged edges but also some overall image detail. Finally, the GeForce 3's texture sampling units were upgraded to support 8-tap anisotropic filtering, compared to the previous limit of 2-tap with GeForce 2. With 8-tap anisotropic filtering enabled, distant textures can be noticeably sharper.
Performance
The GeForce 3 GPU (NV20) has the same theoretical pixel and texel throughput per clock as the GeForce 2 (NV15). GeForce 2 Ultra is clocked 25% faster than the original GeForce 3 and 43% faster than the Ti200; this means that in select instances, like Direct3D 7 T&L benchmarks, the GeForce 2 Ultra and sometimes even GTS can outperform the GeForce 3 and Ti200, because the newer GPUs use the same fixed-function T&L unit, but are clocked lower.[5] The GeForce 2 Ultra also has considerable raw memory bandwidth available to it, only matched by the GeForce 3 Ti500. However, when comparing anti-aliasing performance the GeForce 3 is clearly superior because of its MSAA support and memory bandwidth/fillrate management efficiency.
When comparing the shading capabilities to the Radeon 8500, reviewers noted superior precision with the ATi card.[6]
Product positioning
Nvidia refreshed the lineup in October 2001 with the release of the GeForce 3 Ti200 and Ti500. This coincided with ATI's releases of the Radeon 8500 and Radeon 7500. The Ti500 has higher core and memory clocks (240 MHz core/250 MHz RAM) than the original GeForce 3 (200 MHz/230 MHz), and generally matches the Radeon 8500. The Ti200 was the slowest, and lowest-priced GeForce3 release. It is clocked lower (175 MHz/200 MHz) yet it surpasses the Radeon 7500 in speed and feature set besides dual-monitor implementation.
The original GeForce3 was only released in 64 MiB configurations, while the Ti200 and Ti500 were also released as 128 MiB versions.
Windows 2000, 32-bit Windows XP & Media Center Edition: 93.71 released on November 2, 2006; Download (Despite claims in the documentation that 94.24 supports the Geforce 3 series, it does not).
The drivers for Windows 2000/XP may be installed on later versions of Windows such as Windows Vista and 7; however, they do not support desktop compositing or the Aero effects of these operating systems.
The GeForce 4 series (Non-MX), introduced in April 2002, was a revision of the GeForce 3 architecture. The budget variant, dubbed the GeForce 4 MX, was closer in terms of design to the GeForce 2.