As the others have noted the cards you are testing with are somewhat out
of date (only the GeForce 2 MX-400 is a "modern" card).  But from the
little you describe of your application I suspect you are largely bound
by the CPU speed.  If you were placing a lot of textures then you'd see
more of a difference due to the video card.

I don't completely agree about the comment about buying the latest top
end card.  Certainly it is NOT cost efficient.  But I'm using a GeForce
4 4600 in one of my machines and it's really nice (just about nothing in
my real world apps can slow it down - yet many of my customers struggle
with frame rate on slower cards (same application)).

- John Wright
Starfire Research

"Nitin.Jain" wrote:
>
> Hi All,
>
> Thanks for the response on this subject.
> Kyle, I came to know about this "names" mystery when a I approached a
> vendor.
>
> I've got three cards on trial bases, but none of them seems to be improving
> the performance of my application. The details of the crds are:
>
> 1. ASUS V7100 Magic, with Nvidia GeForce2 MX-200 chip, 64 MB meory
> 2. ASUS AGP-V3800Magic with TNT2 m64, with 32 MB memory
> 3. ATI Rage 128 Ultra.
>
> my machine configuration is 256MB RAM, Intel PIII processor.
>
> The application of mine has many spheres and cylinders to render, I use both
> AUTOMATIC and IMMEDIATE mode rendering
> 1. AUTOMATIC mode: I create couple of sphere objects of different sizes. I
> take the reference to its geometry, create a new Shape3D with this geometry
> reference and the desired appearance object (which also I share)and put this
> Shape3D object in a TransformGroup. Doing so, I can create upto 15k TGs. The
> problem is that the first time generation of the structure and then
> rotations are very slow.
> Shall I use some other way of generating the scenegraph which uses the
> hardware acceleration to the max????
>
> 2. IMMEDIATE mode: In the renderField method, I create this huge geometry
> for every call of this method. This anyway is pretty slow because the
> generation of geometry itself takes hell of a time.
>
> Any of your comments will be VERY valuable to me,
>
> Thanks,
> Nitin
>
> -----Original Message-----
> From: Kyle McDonald [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, September 12, 2002 12:30 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Graphics card
>
> Hi,
>
> Nitin.Jain wrote:
>
> > Hi,
> >
> > I need to test my application with a BEST graphics card for java3d. I
> looked
> > into archives and found that GeForce and Nvidia are quite talked about but
> > there stands a lot of ambiguity and I'm not able to make a decision for
>
> You may be interested to know that 'Nvidia' is the brand or company name,
> and 'GeForce' is the name of the video chip that Nvidia makes. So they
> are (for your purposes) the same thing.
>
> Nvidia sells the GeForce chips to other manufacturers who then build video
> boards from them. There is *very* little difference in the stock performance
> of these boards as they all follow the Nvidia design specs very closely.
> The only difference usually between these boards (besides price) is the
> other included features and software that come with the boards.
>
> The current top of the line Nvidia chip is the GeForce4 TI 4600.
>
> As others have mentioned the other contender in this market is the ATI
> Radeon
> 9700. ATI makes this board themsleves with thwir own chip. Though with the
> 9700 they have also (like Nvidia) started to sell the chips to other board
> makers.
> So you may be able to find a Radeon 9700 board cheaper from another
> manufacturer.
>
> Like everything in the computer world 'best' is a moving target.
> The 9700 is the newest arrival on the scene, and first impressions are that
> it may be faster at somethings than the GeForce4 (I don't have any
> experience
> so I can't comment.) However Nvidia has other products being developed that
> will probably raise the bar up higher again.
>
>         -Kyle
>
> > buying one. Can somebody please suggest me the BEST available graphics
> card.
> > My Application has lot of geometries in the scene and I'm using immediate
> > mode rendering as well. The application doesn't need any texture mapping.
> >
> > I would really, really appreciate your inputs.
> >
>
> --
>                                     _
> -------------------------------ooO( )Ooo-------------------------------
> Kyle J. McDonald                 (o o)         Systems Support Engineer
> Sun Microsystems Inc.            |||||
> Enterprise Server Products                        [EMAIL PROTECTED]
> 1 Network Drive BUR03-4630       \\\//          voice:   (781) 442-2184
> Burlington, MA 01803             (o o)            fax:   (781) 442-1542
> -------------------------------ooO(_)Ooo-------------------------------
>
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