The GeForce FX or "GeForce 5" series (codenamed NV30 ) is a line of graphics processing units from the manufacturer Nvidia.
Nvidia's GeForce FX series is the fifth generation in the GeForce line. With GeForce 3, Nvidia introduced programmable shader units into their 3D rendering capabilities, in line with the release of Microsoft's DirectX 8.0 release, and the GeForce 4 Ti was an optimized version of the GeForce 3. With real-time 3D graphics technology continually advancing, the release of DirectX 9.0 ushered in a further refinement of programmable pipeline technology with the arrival of Shader Model 2.0. The GeForce FX series is Nvidia's first generation Shader Model 2 hardware.
The FX features DDR, DDR2. GDDR-2 or GDDR-3 memory, a 130 nm fabrication process, and Shader Model 2.0/2.0A compliant vertex and pixel shaders. The FX series is fully compliant and compatible with DirectX 9.0b. The GeForce FX also included an improved VPE (Video Processing Engine), which was first deployed in the GeForce4 MX. Its main upgrade was per-pixel video-deinterlacing — a feature first offered in ATI's Radeon, but seeing little use until the maturation of Microsoft's DirectX Video Acceleration and VMR (video mixing renderer) APIs. Among other features was an improved anisotropic filtering algorithm which was not angle-dependent (unlike its competitor, the Radeon 9700/9800 series) and offered better quality, but affected performance somewhat. Though Nvidia reduced the filtering quality in the drivers for a while, the company eventually got the quality up again, and this feature remains one of the highest points of the GeForce FX family.
Hardware based on the NV30 project didn't launch until near the end of 2002, several months after ATI had released their competing DirectX 9 architecture. The delay was partly caused by Nvidia's transition to a 130 nm manufacturing process which encountered unexpected difficulties. Nvidia had ambitiously selected TSMC's then state-of-the-art (but unproven) Low-K dielectric 130 nm process node. After sample silicon-wafers exhibited abnormally high defect-rates and poor circuit performance, Nvidia was forced to re-tool the NV30 for a conventional (FSG) 130 nm process node.
While it is the fifth major revision in the series of GeForce graphics cards, it wasn't marketed as a GeForce 5. The FX ("effects") in the name was decided on to illustrate the power of the latest design's major improvements and new features, and to virtually distinguish the FX series as something greater than a revision of earlier designs. The FX in the name also was used to market the fact that the GeForce FX was the first GPU to be a combined effort from the previously acquired 3dfx Interactive engineers and Nvidia's own engineers.
The advertising campaign for the GeForce FX featured the Dawn fairy demo, which was the work of several veterans from the computer animation Final Fantasy: The Spirits Within. Nvidia touted it as "The Dawn of Cinematic Computing", while critics noted that this was the strongest case of using sex appeal in order to sell graphics cards yet.
The initial version of the GeForce FX (the 5800) was one of the first cards to come equipped with a large dual-slot cooling solution. Called "Flow FX", the cooler was very large in comparison to ATI's small, single-slot cooler on the 9700 series. Its blower fan was also very loud. It was jokingly referred to as the 'Dustbuster'.
Nvidia debuted a new campaign to motivate developers to optimize their titles for Nvidia hardware at the Game Developers Conference (GDC) in 2002. In exchange for prominently displaying the Nvidia logo on the outside of the game packaging, Nvidia offered free access to a state of the art test lab in Eastern Europe, that tested against 500 different PC configurations for compatibility. Developers also had extensive access to Nvidia engineers, who helped produce code optimized for Nvidia products.
When the FX 5800 finally launched, it was discovered after testing and research on the part of hardware analysts that the NV30 was not a match for Radeon 9700's R300 GPU. The most significant performance deficit occurs when the pixel shading hardware is rendering Shader Model 2 effects with FP32 precision. Additionally, the 5800 had roughly a 30% memory bandwidth deficit compared to Radeon 9700 Pro, caused by the use of a comparatively narrow 128-bit memory bus. Nvidia originally used GDDR-2 because of its support for much higher clock rates than the original DDR specification. Even this memory couldn't clock fast enough to make up for the bandwidth of a 256-bit bus, however.
NV30's GPU architecture is a 4x2 design capable of rendering 8 Z pixels, 8 stencil operations, 8 textures, and 8 shader operations per clock. It is only capable of drawing 4 pixels per clock however, which puts its pixel fillrate at half of R300. However, in games with heavy use of stencil shadowing, NV30 did benefit from its 8 pixels/operations per clock capabilities, because the engine does a Z-only pass. This was not a typical rendering scenario, however.
With regard to the Direct3D 9.0 shader model 2.a capabilities of the NV3x series and the related marketing claim of "cinematic effects" capabilities, the actual performance was quite poor. A combination of factors combined to hamper how well NV3x could perform these calculations.
Firstly, the chips were designed for use with a mixed-precision programming model. A 64-bit precision "FP16" mode would be used for situations where high-precision math was unnecessary to maintain desired image quality. In cases where accuracy was more important, a 128-bit "FP32" mode would be utilized. However, because ATI's R300 GPU didn't benefit from lower precision FP16 and the R300 performed significantly better on shaders overall, and because it took more effort to optimize shader code for the lower precision, the NV3x hardware was often unnaturally hampered by computing full precision full-time.
The NV3x chips also used a processor architecture that relied heavily on the effectiveness of the video card driver's shader compiler. Proper instruction ordering and instruction composition of shader code could dramatically boost the chip's efficiency. Compiler development is a long and difficult task and this was a major challenge that Nvidia tried to overcome during most of NV3x's lifetime. Nvidia released several guidelines for creating GeForce FX-optimized code and worked with Microsoft to create a special shader model called "Shader Model 2.a ". Nvidia would also somewhat controversially rewrite game shader code and force the game to use their shader code instead of what the developer had written.
In late 2003, the GeForce FX series became known for poor performance with DirectX 9 shader model 2 vertex & pixel shaders because of a very vocal presentation by the popular game developer, Valve Software. Early indicators of potentially poor pixel shader performance had come from synthetic benchmarks (such as 3DMark 2003). Valve presented detailed performance statistics for their game Half-Life 2 running on Nvidia NV30-based hardware.
Valve revealed a significant performance gap of approximately 80–120% between the GeForce FX 5900 Ultra and the ATI Radeon 9800 Pro. In shader 2.0-utilizing game-levels, Nvidia's top-of-the-line FX 5900 Ultra performed about as fast as ATI's mainstream Radeon 9600 Pro, which cost approximately one third as much as the Nvidia card. Valve had initially planned on supporting partial floating point precision (FP16) to optimize for NV3x, but they realized that this was too time intensive and thus too costly. ATI's cards did not benefit from FP16 mode, so all of the work would be entirely for Nvidia's NV3x cards. When Half-Life 2 was released a year later, Valve opted to make all GeForce FX hardware default to using the game's DirectX 8 shader code in order to extract adequate performance from the Nvidia cards. This naturally resulted in a reduction of visual quality.
Nvidia historically has been known for their impressive OpenGL driver performance and quality, and the FX series maintained this. However, with regard to image quality in both Direct3D and OpenGL, they aggressively began various optimization techniques not seen before. They started with filtering optimizations by changing how trilinear filtering operated on game textures, reducing its accuracy and thus visual quality. Anisotropic filtering also saw dramatic tweaks to limit its use on as many textures as possible to save memory bandwidth and fillrate. Tweaks to these types of texture filtering can often be spotted in games from a shimmering phenomenon that occurs with floor textures as the player moves through the environment (often signifying poor transitions between mip-maps). Changing the driver settings to "High Quality" can alleviate this occurrence at the cost of performance.
Nvidia also replaced pixel shader code in software with GeForce FX-optimized versions with lower accuracy. These "tweaks" were especially noticed
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