Under the hood of NV35
The NV35 chip is based on the NV30, but NVIDIA has made a number of strategic tweaks to NV35 in order to boost performance. Like the NV30, this chip is manufactured by TSMC on its 0.13-micron fab process. The transistor count is up by roughly 10 million, from about 125 million for NV30 to about 135 million for NV35. NVIDIA says they've added some bits and removed others, but they won't talk about what's been chopped out. I can, however, tell you about what's been added and tweaked. Let's look at the list.
Like the NV30, the NV35 can compute FP pixel shaders with either 64 or 128 bits of precision, and it can freely intermix 64-bit and 128-bit datatypes as it goes. There is a speed versus precision tradeoff involved in this process, so developers will want to choose carefully.
ATI handles this tradeoff a little differently. Radeon R300-series chips do their pixel shader calculations with 96 bits of precision, evenly splitting the difference between 64 and 128 bits. The ATI chips generally perform well with FP pixel shader programs, but they offer less peak precision than the NVIDIA chips.
The impact of these changes should be fairly straightforward. Improved Z compression should improve the chip's effective pixel-pushing power, especially at higher resolutions. Improved color compression will also boost fill rate, mainly when antialiasing is in use. Both technologies conserve memory bandwidth, and the GeForce FX 5900 Ultra will have truckloads of memory bandwidth to start with.
The texture filtering routines in previous GeForce FX driver revisions have been a source of controversy because NVIDIA's engineers cut some corners, sacrificing visual quality and technical correctness for performance. As a result, I'm unsure of how to interpret NVIDIA's claims about the Detonator FX drivers. They say these new drivers take a "motion-based approach" to eliminating common texture artifacts like sparkles. Thus, these algorithms are not just about "focusing on still images." The resulting algorithms are intended to produce a "best of both worlds" result for quality and performance.
Now, I'm open to innovations in this arena if the end result is better looking graphics at higher frame rates. Technical correctness is not the end-all, be-all in my book. However, I'm a little skeptical about what NVIDIA is doing. The previous driver generations offered a relatively straightforward tradeoff between image quality and performance, and I'd like to see something more innovative. I will have to spend more quality time with these drivers before I know what to think of them. However, my initial impressions are positive. We'll have more on this topic soon.

And if they do it right, it shouldn't even look funny.
I don't believe any new hardware is required to support UltraShadow, so the benefits of this technique ought to trickle down to all cards in GeForce FX line.
NVIDIA has created an OpenGL extension to expose this capability to developers, and they say a patent is pending on the technology. DirectX will have to be extended to support UltraShadow, and we'll have to see whether and when that happens.
In all, the GeForce FX 5900 Ultra looks like one sweet graphics card, and it ought to be very fast, especially in current games. The big question in my mind is whether or not the thing will offer the right combination of price and performance to distract enthusiast's attention from ATI's Radeon 9600 and 9800 Pro cards. Speaking of which...
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