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Following the less successful "NV1" accelerator, RIVA 128 was the first product to gain Nvidia widespread recognition. It was also a major change in technological direction for Nvidia.
RIVA 128 was one of the early AGP 2X parts, giving it some more marketing headroom by being on the forefront of interface technology. The graphics processor was built around Intel's AGP specification targeting the Intel 440LX chipset for the Pentium II. Nvidia designed the RIVA 128 with a maximum memory capacity of 4 MiB because, at the time, this was the cost-optimal approach for a consumer 3D accelerator. This was the case partly because of the chip's capability to store textures in off-screen system RAM in both PCI or AGP configurations. The next major chip from Nvidia would be the RIVA TNT.
With initial drivers, RIVA 128 used per-polygon mipmapping instead of the much higher quality, but more demanding, per-pixel variety. This caused the different texture detail levels to "pop" into place as the player moved through a game and approached each polygon, instead of allowing a seamless, gradual per-pixel transition. Nvidia eventually released drivers which allowed a per-pixel mode. Another issue with the card's texturing was its use of automated mipmap generation. While this improves visual quality and performance in games without mipmaps, it also caused unforeseen problems because it forced games to render in a way that they were not programmed for.
NV3's bilinear filtering was actually "sharper" than that of 3Dfx Voodoo Graphics. But, while it didn't blur textures as much as Voodoo, it did instead add some light noise to textures, because of a lower-fidelity filtering algorithm. There were also problems with noticeable seams between polygons.
While initial drivers did present these image quality problems, later drivers offered image quality arguably matching that of Voodoo Graphics. In addition, because RIVA 128 can render at resolutions higher than 640x480, the card can offer quality superior to that of Voodoo Graphics, as shown in the above Quake II screenshot. The final drivers released for RIVA 128 support per-pixel mipmapping, full-scene anti-aliasing (super-sampling), and a number of options to fine-tune features in order to optimize quality and performance.
Like the competing ATI Rage Pro, RIVA 128 was never able to accelerate the popular Unreal Engine in Direct3D mode due to missing hardware features. It was, however, possible to use the engine's OpenGL renderer, but unfortunately OpenGL support was quite slow and buggy in the original Unreal Engine. Performance in Quake III Arena, a game using an engine more advanced than Unreal Engine 1, was better due to the engine having been designed for OpenGL.
Nvidia's final RIVA 128 drivers for Windows 9x include a full OpenGL driver. However, for this driver to function, Windows must be set with a desktop color depth of 16-bit.
A driver for RIVA 128 is also included in Windows 2000 and XP, but lacks 3D support. A beta driver with OpenGL support was once leaked by Nvidia but was canceled later, and there is no Windows 2000 driver for RIVA 128 on Nvidia's driver site today. Neither the beta driver nor the ones come with Windows 2000/XP could support Direct3D.
Category:1997 introductions Category:Nvidia Category:Video cards
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