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| ASUS V6600 GeForce 256 No Holds Barred | |
| (Review by MS, Nov. 28 1999) |
SS7 platform
Let’s start with the simple, as always. Incoming is a nice performance benchmark for looking at memory transfer and fill rate but the paucity of detail hardly pose a real challenge for any T&L, regardless of whether it is carried out by the CPU or a dedicated GPU. Not surprisingly, therefore, a score of 94 fps obtained with the V6600 are in the ballpark of the TNT2 (97 fps) and G400 (96 fps).
A more demanding benchmark is 3Dmark 99Max and here is already a little bit of anticipation of the capabilities of the V6600. Even though the scores of 4219 and 7103 for 3DDark and CPUMark, respectively are not earth shattering, they are roughly 10-15% above what the G400 or the Viper770 deliver.

3DMark 99Max scores for the ASUS V6600, Matrox G400 and Diamond Viper 770 Ultra

FR 1.01 scores for the ASUS V6600 and Matrox G400
If separate processing of T&L by the GPU alleviates the burden of tesselation from the CPU, one might expect that increasing the resolution or going to a higher level of detail should have only a minor impact on the performance. That is, as long as the fill rate can keep up with the frame rate and the GPU is capable of calculating the transform and lighting operations, games should run at high resolutions just as fast as at lower quality settings.
Unreal
One example is Unreal (D3D) where the flyby timedemo shows that this statement is partially true even though D3D does not fully support T&L acceleration

Unreal timedemo frame rates depending on resolution
Next Page: => SS7 OpenGL =>
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