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    VisionTek Xtasy GeForce4 MX 440 Review
    By Vince Freeman :  April 19, 2002

    GeForce4 MX Features

    As we mentioned previously, there are mitigating factors in any pure GeForce4 MX vs. GeForce4 Ti comparison, especially concerning overall feature sets. The GeForce4 MX features an amalgamation of specifications, that mimic those used in a wide variety of NVIDIA products.

    One real positive is that the GeForce4 MX includes powerful GeForce4 Ti features such as a Lightspeed Memory Architecture II (LMA II) and Accuview Anti Aliasing. The GeForce4 MX version of LMA II is called the MX Memory Crossbar in the VisionTek documentation, and this likely refers to the slight differences between it and the GeForce4 Ti implementation. In terms of basic memory specifications, both offer true 128-bit DDR access, although the GeForce4 MX features 2x64-bit memory controllers compared to the 4x32-bit configuration found on the GeForce4 Ti.

    In other ways the GeForce4 MX crossbar memory controller does match up. It includes features such as Fast Z-clear technology (clears Z-Buffer faster), Auto Pre-Charge (less waiting for memory banks to charge) and Z-Occlusion Culling. In terms of overall memory technology, the GeForce4 MX does not look at all like a value 3D card.

    Another impressive feature of the GeForce4 MX is Accuview Anti Aliasing. This is similar to the functionality of the GeForce4 Ti, and ensures that anti aliasing performance of the GeForce4 MX may even surprise a lower-end GeForce3. All of the AA options are available, including 2X, 4X, Quincunx and the new GeForce4-only, Direct3D 4XS setting. Exactly how the presence of hardware Accuview Anti Aliasing may affect GeForce4 MX performance will be examined a bit later in the benchmark section.

    By now you may be wondering how a GeForce4 MX can include all of the features, yet be set at a very low price point. The key is the absence of the nfiniteFX II Engine, including both pixel and vertex shaders. This places the GeForce4 MX on a GeForce2 level with only basic support for NVIDIA's Shading Rasterizer. This is the key limitation of the GeForce4 MX, and although it does not currently affect many 3D games, this does make it a far less future-proof card.


    Page 1 Introduction
    Page 2 The GeForce4 MX 440
  • Page 3 GeForce4 MX Features
    Page 4 The VisionTek Xtasy GeForce4 MX 440 Card
    Page 5 VisionTek Xtasy GeForce4 MX 440 Specifications
    Page 6 Performance and Test System
    Page 7 Quake 3:Arena Performance
    Page 8 Serious Sam & Return to Castle Wolfenstein Performance
    Page 9 3DMark 2001 and Quake 3 FSAA Performance
    Page 10 VisionTek Xtasy GeForce4 MX 440 Overclocking
    Page 11 Benchmark, 2D Quality and nView Analysis
    Page 12 Value and Conclusion


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