Robo-
"We're talking about REAL WORLD GAMING here bud."
How's the TC on UT with the V5 again? Are you saying that isn't a game? In Quake3 when you use the FIX(which isn't diabling it), you can't tell the difference in the sky between a Radeon and a GeForce board.
"The fact is GTS TC looks like $hit, ATi and 3dfx's doesn't."
Wrong. When an application makes a call for DXT1 the GeForce looks poor, every other compression method, including many that neither the V5 or Radeon support, works without the slightest bit of a problem.
"The "fix" (of turning off TC) is in our FAQ. Yes, "frequently asked questions"
That is not a FIX, that is the DEFAULT SETTING. The fix switches the S3TC call to DXT3(instead of 1) which is what should have been used in the first place, but with the other offerings falling short in feature support(big surprise) it wasn't an option.
"and the "fix" you talk about, i.e. the hack which changes the Q3 executable, won't work for pure servers, RA3 servers, 1.27 servers, Team Arena servers, CPM servers, CPMA servers or OSP servers
in other words, that hack is almost worthless if you play online."
I take it you are not following the video card market very closely? Since you must have missed it, you can simply use a freely available tweak utility that will intercept DXT1 calls and switch them to the compression format of your choice(for Det3 users), without changing the Quake3(the only game that has a problem) exe file.
Why not list a game that isn't Quake3 that has a problem with TC on the GeForce boards and then explain exactly why it is that every other game works just fine and only Quake3 has problems? NOLF uses TC and doesn't have any problems for me at all, I would say that overall it is the equal, perhaps slightly better then, Quake3 in terms of graphics(particularly textures).
BFG-
"Yes but what exactly did they optimise? Driver optimisations only have an effect on CPU limited situations (ie low res) and not in hardware limited situations (ie high res)."
Wrong. See Voodoo5 launch benches compared to current drivers, or even the Radeon. That is a myth that has been held for some time, it certainly isn't the case.
"Unless the drivers utilise some hardware that was previously unused (some tiling scheme for example) or adopt a radically different approach to rendering (ie HSR), hardware limitations are not affected by driver updates."
Effective useage of available board level resources can certainly greatly increase the effectiveness of memory bandwith utilization.
"So what exactly did nVidia change to save memory bandwidth and beat the Radeon?"
I don't know the exacts, but perhaps the built a driver with full intentions of maximizing the cache available to the GeForce boards. Think of disabling the L2 cache on your CPU and the type of performance hit you will take, particularly in memory intensive applications. Your system memory bandwith wouldn't be effected, but you would lose quite a bit of performance.
"Specifically, what MHz was the fastest CPU operating at? And what was the difference between using DXT1 and DXT3 in the benchmarks with that CPU? I want to make sure there's no chance of being CPU limited in these tests."
900MHZ T-Bird was the fastest, not that it matters. At 1600x1200 32bit UHQ under Quaver with a GeForce DDR I could likely run a Pentium 166 and not be CPU limited(hitting somewhere between 15-20FPS, don't recall exactly off the top of my head except it is very slow). The FPS fluctuation, if it was any other bench, I wouldn't even mention. Quake3 is so extremely repeatable that it is worth noting, under UT I see much larger variations running back to back benches changing nothing.
"Professional OpenGL apps utilise OpenGL extensions that are not used in games, correct? Could it be possible that nVidia can detect the difference between a professional app (where image quality is more important than performance) and hence use a full Z-buffer in that situation?"
That would be an interesting idea except for one rather very important factor, the TNT2s are slower in everything(or pretty much everything) using the Det3s. If nVidia was reverting to a 16bit Z then the TNT2 would benefit significantly, instead it is slower. With the lower performance in the lower resolutions I think it is likely that they are doing some sort of very basic "HSR" on top of overall optimizations for the GeForce.