Thanks. Took some time to finish it, also due to problems with the php-system used for Warp2Search. Currently we're still looking to get our hands on some hardware to review but the manufacturers are hard to convince to send us some review samples. If you have any ideas how to get some graphics boards or mobo's or anything else mail me. Stay tuned for future articles & perhaps reviews on this site...
The NVIDIA TNT2™ was the first chipset to offer a 32-bit frame buffer for better quality visuals at higher resolutions, 32-bit color for more realistic colors, and a 32-bit Z/stencil buffer for incredible 3D effects.
I don't believe this is true - I'm pretty sure my old TNT (1) did all of this as well... or are you only talking about nVIDIA chipsets that are currently in production?
Hmm, another couple of issues: The "Force z-buffer depth to rendering depth" switch doesn't always improve compatability - I've known it break some games that require a 24-bit z-buffer even when running in 16-bit colour (and vice-versa)... but I can't remember which :)
The "Use alternate depth buffering technique" isn't a w-buffer, as I understand it. The alternate depth buffering technique is still integer-based, but it's logarithmic, meaning closer objects are depth-tested more accurately, and further ones, where it doesn't matter as much, aren't. A w-buffer is a floating-point depth buffer which allows for pretty accurate depth-testing right across the board.
I'll post up any other things I notice, and if I'm wrong, then please correct me :)
I don't believe this is true - I'm pretty sure my old TNT (1) did all of this as well... or are you only talking about nVIDIA chipsets that are currently in production?
The "Use alternate depth buffering technique" isn't a w-buffer, as I understand it. The alternate depth buffering technique is still integer-based, but it's logarithmic, meaning closer objects are depth-tested more accurately, and further ones, where it doesn't matter as much, aren't. A w-buffer is a floating-point depth buffer which allows for pretty accurate depth-testing right across the board.
I'll post up any other things I notice, and if I'm wrong, then please correct me :)