3D Graphics Accelerators
Since the late 1990s, 3D acceleration—once limited to exotic add-on cards designed for hardcore gameplayers—has become commonplace in the PC world. Although business software has yet to embrace 3D imaging, full-motion graphics are used in sports, first-person shooters, team combat, driving, and many other types of PC gaming. Because even low-cost integrated chipsets offer some 3D support and 3D video cards are now in their sixth generation of development, virtually any user of a recent-model computer has the ability to enjoy 3D lighting, perspective, texture, and shading effects in her favorite games. The latest 3D sports games provide lighting and camera angles so realistic that a casual observer could almost mistake the computer-generated game for an actual broadcast, and the latest 3D accelerator chips enable fast PCs to compete with high-performance dedicated game machines, such as Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox, for the mind and wallet of the hard-core gameplayer.
How 3D Accelerators Work
To construct an animated 3D sequence, a computer can mathematically animate the sequences between keyframes. A keyframe identifies specific points. A bouncing ball, for example, can have three keyframes: up, down, and up. Using these frames as a reference point, the computer can create all the interim images between the top and bottom. This creates the effect of a smoothly bouncing ball.
After it has created the basic sequence, the system can then refine the appearance of the images by filling them in with color. The most primitive and least effective fill method is called flat shading, in which a shape is simply filled with a solid color. Gouraud shading, a slightly more effective technique, involves the assignment of colors to specific points on a shape. The points are then joined using a smooth gradient between the colors.
A more processor-intensive, and much more effective, type of fill is called texture mapping. The 3D application includes patterns—or textures—in the form of small bitmaps that it tiles onto the shapes in the image, just as you can tile a small bitmap to form the wallpaper for your Windows desktop. The primary difference is that the 3D application can modify the appearance of each tile by applying perspective and shading to achieve 3D effects. When lighting effects that simulate fog, glare, directional shadows, and others are added, the 3D animation comes very close indeed to matching reality.
Until the late 1990s, 3D applications had to rely on support from software routines to convert these abstractions into live images. This placed a heavy burden on the system processor in the PC, which has a significant impact on the performance not only of the visual display, but also of any other applications the computer might be running. Starting in the period from 1996 to 1997, chipsets on most video adapters began to take on many of the tasks involved in rendering 3D images, greatly lessening the load on the system processor and boosting overall system performance.
Because there have now been six generations of 3D accelerators (depending on what you count as a "generation"), and more and more memory is standard to enable high-resolution 3D animations, most high-quality 3D accelerator cards cost at least $200, and some models packed with 128MB of DDR SDRAM and the latest accelerator technology can sell for as much as $350–$400. Both video games and 3D animation programs are taking advantage of their capability to render smooth, photorealistic images at high speeds and in real time.
Fortunately, users with less-demanding 3D performance requirements often can purchase low-end products based on the previous generation of 3D accelerator chips for less than $100. These cards typically provide more-than-adequate performance for 2D business applications. Most current mid-range and high-end 3D accelerators also support dual-display and TV-out capabilities, enabling you to work and play at the same time.
3D technology has added an entirely new vocabulary to the world of video display adapters. Before purchasing a 3D accelerator adapter, you should familiarize yourself with some of the terms and concepts involved in the 3D image generation process.
The basic function of 3D software is to convert image abstractions into the fully realized images that are then displayed on the monitor. The image abstractions typically consist of the following elements:
Vertices.
Locations of objects in three-dimensional space, described in terms of their x, y, and z coordinates on three axes representing height, width, and depth.
Primitives.
The simple geometric objects the application uses to create more complex constructions, described in terms of the relative locations of their vertices. This serves not only to specify the location of the object in the 2D image, but also to provide perspective because the three axes can define any location in three-dimensional space.
Textures.
Two-dimensional bitmap images or surfaces designed to be mapped onto primitives. The software enhances the 3D effect by modifying the appearance of the textures, depending on the location and attitude of the primitive. This process is called perspective correction. Some applications use another process, called MIP mapping, which uses different versions of the same texture that contain varying amounts of detail, depending on how close the object is to the viewer in the three-dimensional space. Another technique, called depth cueing, reduces the color and intensity of an object's fill as the object moves farther away from the viewer.
Using these elements, the abstract image descriptions must then be rendered, meaning they are converted to visible form. Rendering depends on two standardized functions that convert the abstractions into the completed image that is displayed onscreen. The standard functions performed in rendering are
Geometry.
The sizing, orienting, and moving of primitives in space and the calculation of the effects produced by the virtual light sources that illuminate the image
Rasterization.
The converting of primitives into pixels on the video display by filling the shapes with properly illuminated shading, textures, or a combination of the two
A modern video adapter that includes a chipset capable of 3D video acceleration has special built-in hardware that can perform the rasterization process much more quickly than if it were done by software (using the system processor) alone. Most chipsets with 3D acceleration perform the following rasterization functions right on the adapter:
Scan conversion.
The determination of which onscreen pixels fall into the space delineated by each primitive
Shading.
The process of filling pixels with smoothly flowing color using the flat or Gouraud shading technique
Texture mapping.
The process of filling pixels with images derived from a 2D sample picture or surface image
Visible surface determination.
The identification of which pixels in a scene are obscured by other objects closer to the viewer in three-dimensional space
Animation.
The process of switching rapidly and cleanly to successive frames of motion sequences
Antialiasing.
The process of adjusting color boundaries to smooth edges on rendered objects
Common 3D Techniques
Virtually all 3D cards use the following techniques:
Fogging.
Fogging simulates haze or fog in the background of a game screen and helps conceal the sudden appearance of newly rendered objects (buildings, enemies, and so on).
Gouraud shading.
Interpolates colors to make circles and spheres look more rounded and smooth.
Alpha blending.
One of the first 3D techniques, alpha blending creates translucent objects onscreen, making it a perfect choice for rendering explosions, smoke, water, and glass. Alpha blending also can be used to simulate textures, but it is less realistic than environment-based bump mapping (see the section "Environment-Based Bump Mapping and Displacement Mapping," later in this chapter).
Because they are so common, data sheets for advanced cards frequently don't mention them, although these features are present.
Advanced 3D Techniques
The following are some of the latest techniques that leading 3D accelerator cards use. Not every card uses every technique.
Stencil Buffering
Stencil buffering is a technique useful for games such as flight simulators, in which a static graphic element—such as a cockpit windshield frame, which is known as a HUD (heads up display) and used by real-life fighter pilots—is placed in front of dynamically changing graphics (such as scenery, other aircraft, sky detail, and so on). In this example, the area of the screen occupied by the cockpit windshield frame is not re-rendered. Only the area seen through the "glass" is re-rendered, saving time and improving frame rates for animation.
Z-Buffering
A closely related technique is Z-buffering, which originally was devised for computer-aided drafting (CAD) applications. The Z-buffer portion of video memory holds depth information about the pixels in a scene. As the scene is rendered, the Z-values (depth information) for new pixels are compared to the values stored in the Z-buffer to determine which pixels are in "front" of others and should be rendered. Pixels that are "behind" other pixels are not rendered. This method increases speed and can be used along with stencil buffering to create volumetric shadows and other complex 3D objects.
Environment-Based Bump Mapping and Displacement Mapping
Environment-based bump mapping introduces special lighting and texturing effects to simulate the rough texture of rippling water, bricks, and other complex surfaces. It combines three separate texture maps (for colors, for height and depth, and for environment—including lighting, fog, and cloud effects). This creates enhanced realism for scenery in games and could also be used to enhance terrain and planetary mapping, architecture, and landscape-design applications. This represents a significant step beyond alpha blending. However, a feature called displacement mapping produces even more accurate results.
Special grayscale maps called displacement maps have long been used for producing accurate maps of the globe. Microsoft DirectX 9 supports the use of grayscale hardware displacement maps as a source for accurate 3D rendering. The Matrox Parhelia, the ATI Radeon 9500, 9700, and 9800 series, and the GeForce FX all support displacement mapping.
Texture Mapping Filtering Enhancements
To improve the quality of texture maps, several filtering techniques have been developed, including MIP mapping, bilinear filtering, trilinear filtering, and anisotropic filtering. These techniques and several others are explained here:
Bilinear filtering.
Improves the image quality of small textures placed on large polygons. The stretching of the texture that takes place can create blockiness, but bilinear filtering applies a blur to conceal this visual defect.
MIP mapping.
Improves the image quality of polygons that appear to recede into the distance by mixing low-res and high-res versions of the same texture; a form of antialiasing.
Trilinear filtering.
Combines bilinear filtering and MIP mapping, calculating the most realistic colors necessary for the pixels in each polygon by comparing the values in two MIP maps. This method is superior to either MIP mapping or bilinear filtering alone.
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Bilinear and trilinear filtering work well for surfaces viewed straight-on but might not work so well for oblique angles (such as a wall receding into the distance). |
Anisotropic filtering.
Some video card makers use another method, called anisotropic filtering, for more realistically rendering oblique-angle surfaces containing text. This technique is used when a texture is mapped to a surface that changes in two of three spatial domains, such as text found on a wall down a roadway (for example, advertising banners at a raceway). The extra calculations used take time, and for that reason, it can be disabled.
T-buffer.
This technology eliminates aliasing (errors in onscreen images due to an undersampled original) in computer graphics, such as the "jaggies" seen in onscreen diagonal lines; motion stuttering; and inaccurate rendition of shadows, reflections, and object blur. The T-buffer replaces the normal frame buffer with a buffer that accumulates multiple renderings before displaying the image. Unlike some other 3D techniques, T-buffer technology doesn't require rewriting or optimization of 3D software to use this enhancement. The goal of T-buffer technology is to provide a movie-like realism to 3D rendered animations. The downside of enabling antialiasing using a card with T-buffer support is that it can dramatically impact the performance of an application. This technique originally was developed by now-defunct 3dfx. However, this technology is incorporated into Microsoft DirectX 8.0 and above, enabling other brands of video cards to use it.
Integrated transform and lighting.
The 3D display process includes transforming an object from one frame to the next and handling the lighting changes that result from those transformations. Many 3D cards put the CPU in charge of these functions, but most recent graphics accelerators from NVIDIA and ATI integrate separate transform and lighting engines into the accelerator chip for faster 3D rendering, regardless of CPU speed. NVIDIA started to use this feature in its GeForce 2 series, whereas ATI began to use this feature starting with the original RADEON. For more information, see the NVIDIA and ATI Web sites.
Full-screen antialiasing.
This technology reduces the jaggies visible at any resolution by adjusting color boundaries to provide gradual, rather than abrupt, color changes. Whereas early 3D products used antialiasing for certain objects only, the latest accelerators from NVIDIA and ATI use this technology for the entire display. The NVIDIA GeForce 4 Ti 4xxx series, GeForce FX, and ATI RADEON 9xxx series use highly optimized FSAA methods that allow high visual quality at high frame rates.
Vertex skinning.
Also referred to as vertex blending, this technique blends the connection between two angles, such as the joints in an animated character's arms or legs. NVIDIA's GeForce2, 3, and 4 series cards use a software technique to perform blending at two matrices, whereas the ATI RADEON series chips use a more realistic hardware-based technique called 4-matrix skinning.
Keyframe interpolation.
Also referred to as vertex morphing, this technique animates the transitions between two facial expressions, allowing realistic expressions when skeletal animation can't be used or isn't practical. See the ATI Web site for details.
Programmable vertex and pixel shading.
Both NVIDIA and ATI have embraced various methods of programmable vertex and pixel shading in recent versions. The NVIDIA GeForce3's nfiniteFX technology enables software developers to customize effects such as vertex morphing and pixel shading (an enhanced form of bump mapping for irregular surfaces that enables per-pixel lighting effects), rather than applying a narrow range of predefined effects. The NVIDIA GeForce4 Ti's nfiniteFXII pixel shader is DirectX 8 compatible and supports up to four textures, whereas its dual vertex shaders provide high-speed rendering up to 50% faster than the GeForce3. The ATI RADEON 8500 and 9000's version is called SmartShader, supports more complex programs than nfiniteFX, and provides comparable quality to nfiniteFXII. SmartShader is also supported by DirectX 8.1. ATI 9700 and 9500 support DirectX 9's floating-point pixel shaders and more complex vertex shader. NVIDIA GeForce FX also supports DirectX 9 pixel and vertex shaders, but it also adds more features.
Floating-point calculations.
Microsoft DirectX 9 supports floating-point data for more vivid and accurate color and polygon rendition. ATI Radeon 9500 and 9700 and NVIDIA GeForce FX are the first 3D accelerator chips to have full DirectX 9 support, with GeForce FX providing additional precision. The Matrox Parhelia supports this, but not all, DirectX 9 features.
Single- Versus Multiple-Pass Rendering
Various video card makers handle application of these advanced rendering techniques differently. The current trend is toward applying the filters and basic rendering in a single pass rather than multiple passes. Video cards with single-pass rendering and filtering typically provide higher frame-rate performance in 3D-animated applications and avoid the problems of visible artifacts caused by errors in multiple floating-point calculations during the rendering process.
Hardware Acceleration Versus Software Acceleration
Compared to software-only rendering, hardware-accelerated rendering provides faster animation. Although most software rendering would create more accurate and better-looking images, software rendering is too slow. Using special drivers, these 3D adapters can take over the intensive calculations needed to render a 3D image that software running on the system processor formerly performed. This is particularly useful if you are creating your own 3D images and animation, but it is also a great enhancement to the many modern games that rely extensively on 3D effects. Note that motherboard-integrated video solutions, such as Intel's 810 and 815 series, typically have significantly lower 3D performance because they use the CPU for more of the 3D rendering than 3D video adapter chipsets do.
To achieve greater performance, many of the latest 3D accelerators run their accelerator chips at very high speeds, and some even allow overclocking of the default RAMDAC frequencies. Just as CPUs at high speeds produce a lot of heat, so do high-speed video accelerators. Both the chipset and the memory are heat sources, so most mid-range and high-end 3D accelerator cards feature a fan to cool the chipset. Also, some high-end 3D accelerators such as the Gainward GeForce 4 Ti 4200 Golden Sample (based on the NVIDIA GeForce 4 Ti4200 chipset) use finned passive heatsinks to cool the memory chips and make overclocking the video card easier, as shown in Figure 15.10.

Software Optimization
It's important to realize that the presence of an advanced 3D-rendering feature on any given video card is meaningless unless game and application software designers optimize their software to take advantage of the feature. Although various 3D standards exist (OpenGL, Glide, and Direct 3D), video card makers provide drivers that make their games play with the leading standards. Because some cards do play better with certain games, you should read the reviews in publications such as Maximum PC to see how your favorite graphics card performs with them. It's important to note that, even though the latest video cards based on recent ATI and NVIDIA chips support DirectX 8.0, 8.1, and 9.0, many games still support only DirectX 7. As with previous 3D features, it takes time for the latest hardware features to be supported by game vendors.
Some video cards allow you to perform additional optimization by adjusting settings for OpenGL, Direct 3D, RAMDAC, and bus clock speeds, as well as other options.
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If you want to enjoy the features of your newest 3D card immediately, be sure to purchase the individual retail-packaged version of the card from a hardware vendor. These packages typically come with a sampling of games (full and demo versions) designed or compiled to take advantage of the card with which they're sold. The lower-cost OEM or "white box" versions of video cards are sold without bundled software, come only with driver software, and might differ in other ways from the retail advertised product. Some even use modified drivers, use slower memory or RAMDAC components, or lack special TV-out or other features. Some 3D card makers use different names for their OEM versions to minimize confusion, but others don't. Also, some card makers sell their cards in bulk packs, which are intended for upgrading a large organization with its own support staff. These cards might lack individual documentation or driver CDs and also might lack some of the advanced hardware features found on individual retail-pack video cards. |
Application Programming Interfaces
Application programming interfaces (APIs) provide hardware and software vendors a means to create drivers and programs that can work quickly and reliably across a wide variety of platforms. When APIs exist, drivers can be written to interface with the API rather than directly with the operating system and its underlying hardware.
Currently, the leading game APIs include SGI's OpenGL and Microsoft's Direct 3D. OpenGL and Direct 3D (part of DirectX) are available for virtually all leading graphics cards. A third popular game API is Glide, an enhanced version of OpenGL that is restricted to graphics cards that use 3Dfx chipsets, which are no longer on the market.
Although the video card maker must provide OpenGL support, Microsoft provides support for Direct3D as part of a much larger API called DirectX.
The latest version of DirectX is DirectX 9, which enhances 3D video support, enhances DirectPlay (used for Internet gaming), and provides other advanced gaming features. For more information about DirectX or to download the latest version, see Microsoft's DirectX Web site at www.microsoft.com/windows/directx.
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DirectX 9.0 is for Windows 98 and later versions (98SE, Me, 2000, and XP) only. However, Microsoft still provides DirectX 8.0a for Windows 95 users. |
3D Chipsets
Virtually every mainstream video adapter in current production features a 3D acceleration-compatible chipset. With several generations of 3D adapters on the market from the major vendors, keeping track of the latest products can be difficult. Table 15.15 lists the major 3D chipset manufacturers, the various chipsets they make, and the video adapters that use them.
The following manufacturers' products are not included in Table 15.15 for the reasons listed:
3Dfx Interactive.
Out of business; obtain last-available official and third-party drivers from www.voodoofiles.com.
3Dlabs.
Now manufacturers Open GL-compatible workstation cards only.
Intel.
No longer manufactures graphics boards.
Micron.
No longer manufactures chipsets.
VideoLogic.
No longer manufactures graphics boards.
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See Chapter 15 in both Upgrading and Repairing PCs, 12th Edition and 13th Edition on this book's DVD for more information about these companies' products and other older chipsets. |
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In each manufacturer's section, the following symbols are used to provide a ranking within that manufacturer's chipsets only: CURRENT—RECENT—OLD. Generally, CURRENT chipsets provide the fastest 3D performance and advanced 3D rendering features. RECENT chipsets, although lacking some of the speed or features of CURRENT chipsets, are also worthwhile, especially for those on a budget. OLD chipsets are generally superseded by RECENT and CURRENT chipsets and therefore are not recommended. OLD chipsets are listed by chipset only, whereas CURRENT and RECENT chipsets list selected video cards using those chipsets. Be sure to use this information in conjunction with application-specific and game-specific tests to help you choose the best card/chipset solution for your needs. Only products believed to be currently available are listed; consult the chipset vendors' Web sites for the latest information about third-party video card sources using a specific chipset. |
Table 15.15. 3D Video Chipset Manufacturers|
ATI | RAGE I (OLD)
RAGE II+ (OLD)
RAGE IIC (OLD)
3D RAGE II+DVD (OLD)
RAGE PRO (OLD)
RAGE PRO TURBO (OLD)
RAGE 128 (OLD)
RAGE 128 Pro (OLD) | | | | RADEON (RECENT) | ATI ALL-IN-WONDER RADEON
ATI RADEON 64MB DDR version
ATI RADEON 32MB DDR version
ATI RADEON 32MB SDRAM version
Club3D RADEON
Jetway R6A1 | | | RADEON VE (RECENT) | ATI RADEON VE Dual Display Edition
Club3D RADEON VE Dual Display Edition
Jetway RV100
PowerMagic RADEON VE series | | | RADEON 7000 (CURRENT) | ATI RADEON 7000
FIC 1st Graphics AT007V
FIC A70L
Club3D CGA-1064TVD
Connect 3D Radeon 7000
PowerColor RV6 series
Sapphire Radeon 7000 series | | | RADEON 7200 (CURRENT) | ATI RADEON 7200
FIC 1st Graphics AT007
Club3D CGA-72xx series | | | RADEON 7500 (CURRENT) | ATI RADEON 7500
Club3D RADEON 7500
Club3D CGA-73xx series
Connect 3D Radeon 7500
Elsa Winner 7500
FIC 1st Graphics AT008V
FIC A75L
Hercules 3D Prophet 7500
PowerMagic RADEON 7500
PowerColor RV2 series
Sapphire Radeon 7500 series
Sapphire The Beast All in Wonder 7500 series | | | RADEON 7500LE | Jetway RV200LE | | | RADEON 8500 (CURRENT) | ATI RADEON 8500
ATI ALL-IN-WONDER RADEON 8500DV
Club3D CGA-86xx series
Hercules 3D Prophet 8500
Jetway R200A10D
Sapphire Radeon 8500 series | | | RADEON 8500LE (CURRENT) | Club3D CGA-85xx series
FIC 1st Graphics AT008
Hercules 3D Prophet 8500 LE
Hercules 3D Prophet FXD 8500 LE
PowerMagic RADEON 8500 | | | RADEON 9000 (CURRENT) | Hercules 3D Prophet 9000
Club3D CGA-90xx series
Club3D CGA-92xx series
FIC AT009LE
FIC A91L
Connect 3D Radeon 9000
Giga-byte GV-R9000 series
PowerColor RV25 series
Sapphire Atlantis 9000 | | | RADEON 9000 PRO (CURRENT) | ATI Radeon 9000 Pro
Connect 3D Radeon 9000 Pro
FIC AT009
Hercules 3D Prophet 9000 PRO
Giga-byte GV-R9000 PRO series
PowerColor RV25 series
Tyan Tachyon G9000 Pro
Sapphire Atlantis 9000 Pro
Sapphire The Beast All in Wonder 9000 Pro | | | RADEON 9100 (CURRENT) | Club3D CGA-93xx series
Connect 3D Radeon 9100
Giga-byte GV-R9100 series
PowerColor AR2 series
Sapphire Atlantis 9100
VisionTek Xtacy 9100 series | | | RADEON 9500 (CURRENT) | FIC A95
Connect 3D Radeon 9500
Elsa Gladiac 9500
Giga-byte GV-R9500
PowerColor XR95 series
Sapphire Atlantis 9500 | | | RADEON 9500 PRO (CURRENT) | ATI Radeon 9500 Pro
Club3D CGA-96xx series
Connect 3D Radeon 9500 Pro
Elsa Gladiac 9500 PRO
FIC A95P
PowerColor XR95-C3
Sapphire Atlantis 9500 PRO
VisionTek Xtasy 9500 PRO | | | RADEON 9700 (CURRENT) | FIC A97
Connect 3D Radeon 9700
Giga-byte GV-R9700
PowerColor XR97-C3L
PowerColor XF97-C3/B
Sapphire Atlantis 9700 | | | RADEON 9700 PRO (CURRENT) | ATI Radeon 9700 Pro
ATI All in Wonder 9700 Pro
Club3D CGA-97xx series
Elsa Gladiac 9700 PRO
FIC A97P
Giga-byte GV-R9700 PRO
Hercules 3D Prophet 9700 PRO
Jetway R300A2D
PowerColor XF97-C3G
Sapphire Atlantis 9700 PRO series
Sapphire The Beast All in Wonder 9700 Pro
Tyan Tachyon G9700 PRO | Matrox | MGA-200 (OLD)
MGA-400 (OLD) | | | | MGA-450 (RECENT) | Matrox Millennium G450
Matrox Marvel G450 eTV
Matrox G450 MMS | | | MGA-550 (CURRENT) | Matrox Millennium G550
Matrox Millennium G550 Dual-DVI | | | Parhelia-512 | Matrox Parhelia 128MB
Matrox Parhelia 256MB | NVIDIA | RIVA 128(2D/3D OLD)
RIVA 128ZX (OLD)
RIVA TNT (OLD)
RIVA TNT2 (OLD)
VANTA (OLD)
GeForce256 (OLD)
GeForce2 series (OLD)
GeForce2 Ti (OLD) | | | | GeForce3 (RECENT) | Abit Saluro GF3 series
Elsa Gladiac 920
Gainward CardExpert GeForce3 PowerPack series
Hercules 3D Prophet III
Leadtek WinFast GeForce 3 series
Leadtek WinFast GeForce 3 TD series
PNY Verto GeForce3
VisionTek GeForce3
XFX PVT20KMA | | | GeForce3 Ti 200/500 (RECENT) | Abit Saluro GF3 Ti series
Albatron Ti200 series
Aopen GF3Ti series
Club3D GeForce 3 Ti200
Chaintech A-G3xx series
Gainward GeForce3 PowerPack Ti series
Jaton 3DForce III Ti series
Leadtek WinFast Titanium 200, 500 series
Palit GF3 Ti200
Prolink PixelView GeForce3 Ti series
PNY Verto GeForce3 Ti series
Visiontek Xtasy 6564
Visiontek Xtasy 6964
XFX PVT20FMA
XFX PVT20AMA | | | GeForce4 MX series (CURRENT) | Abit Saluro GF4 MX series
Albatron MX4xx series
Aopen GF4MX series
Aopen Aeolis MX440 series
ASUS V8170 series
ASUS V9180 series
BFG Technologies GeForce 4 MX series
Chaintech A-G4xx series
Club3D CGN-17xx series
eVGA 064P series
eVGA 064A series
eVGA 64-A4 series
eVGA 128-A4 series
Gainward GeForce4 PowerPack! Pro 6xx, Pro 4xx series
Jaton 3DForce4 MX series
Leadtek WinFast A1xx series
MSI G4MX series
Palit GF4 MX series
Prolink PixelView GeForce4 MX series
PNY Verto GeForce4 MX series
VisionTek Xtasy GeForce4 MX 440, MX 420
XFX PVT17 series
XFX PVT18 series
XFX PVT97 series | | | GeForce4 Ti series (CURRENT) | Abit Saluro GF4 Ti series
Albatron Ti4xxx series
Aopen Aeolis TI4200 series
Aopen GF4TI series
ASUS V84xx series
ASUS V9280 series
BFG Technologies GeForce 4 Ti series
Club3D CGN-2xxx series
Chaintech A-GXxx, A-GTxx series
eVGA 64-A8 series
eVGA 128-A8 series
Gainward GeForce4 PowerPack! Ultra/750 series
Gainward GeForce4 PowerPack! Ultra/650 series
Jaton 3DForce4 Ti series
Leadtek WinFast A2xx series
MSI G4Ti series
Palit GF4Ti series
PNY Verto GeForce4 Ti series
Prolink PixelView GeForce4 Ti series
VisionTek Xtasy GeForce4 Ti 4600
XFX PVT25 series
XFX PVT28 series | | | GeForce FX (CURRENT) | Albatron FX5800 series
Asus V9900
BFG Technologies Asylum 5800 series
PNY GeForce FX 5800
Prolink PixelView GeForceFX 5800 series | S3 Graphics | SavageXP | Tyan Tachyon G3300 | SiS | 6326 (OLD) | | | | SiS300 (RECENT) | Aopen PA300 VR
Pine PT-5985 | | | SiS305 (RECENT) | Aopen PA305
DCS WS305
Pine Technology 3D Phantom XP-2800
Chaintech AGP SI40 | | | SiS315 (RECENT) | CP Technology S315 series
CP Technology CS315 DV
Chaintech SIS151
Elitegroup AG315 series
Gainward CardEXPERT SiS315
Hightech MX315 series
Jaton 3DForce S-64 series
Jaton 3DForce S-128 series
Jetway Magic 315 series
Jetway 315B series
Joytech Apollo 3D Thrill 315 series
Pine Technology 3D Phantom XP-3800 series, XP-2800
Transcend TS32MVDS3
USI VP-315S1/S2
Yuan AGP-125
Yuan AGP-130 | | | Xabre 80 | Joytech Xabre 80 series
Max Diligent X800 series
Triplex Millenium Silver Xabre Lite | | | Xabre 200 | Chaintech A-S420 series
Explorer Xabre 200
Joytech Xabre 200 series
Max Diligent X820 series
PowerColor XP200-B1
Triplex Millenium Silver Xabre Plus
Vinix VX-3320 series | | | Xabre 400 | Aopen Xabre 400 series
Chaintech A-S440 series
Club3D CGS-4xx series
DFI X-400 series
ECS AG400 series
Explorer Xabre 400
Honnie Triplex Xabre 400
Jaton 3DForce Xabre 400 series
Joytech Xabre 400 series
Max Diligent X840 series
Pine Technology 3D Phantom XP-8200
Power Color XP400-B3
Triplex Millenium Silver Xabre Pro
Vinix VX-3340 series | ST Micro-electronics/PowerVR | KYRO PowerVR Kyro (RECENT) | VideoLogic Vivid!
InnoVISION Inno3D KYRO 2000
Hercules 3D Prophet 4000 XT | | | KYRO PowerVR Kyro II (CURRENT) | Club3D Kyro II
Hercules 3D Prophet 4500 series
InnoVISION Kyro II 4500
VideoLogic Vivid!XS, XS Elite |
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