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Creative
Labs 3d Blaster GeForce3 Ti500
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Author : Wayne
Date : 24th September 2001
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3DVelocity would like to
thank Creative
Labs and especially Rosie Tickner of ProdigyPR for their
help and courtesy in providing this graphics card for review.

Benchmarks :
DroneZ Mark :
I ran this benchmark using the "Generic
High Quality" setting to maintain compatibility with future
tests run on other cards.
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Minimum
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Maximum
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Average
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| FPS |
56.55 |
340.85 |
127.86 |
| T+L
K Triangles |
14.35 |
3431.62 |
1874.39 |
| OpenGL
K Triangles |
13.59 |
3431.27 |
1855.81 |
DroneZ Mark is a feature rich OpenGL Benchmark
which I should point out is optimised for the GeForce and also
for Intel processors. It uses a lot of OpenGL visual tricks
to push your GPU to its limits though as you can see from the
340fps maximum scored here, not all scenes are equally demanding.
The Radeon ran this demo quite well in the end, but had some
real problems in the opening menus where it would stutter and
freeze for seconds at a time. Again the 8500 gets well and truly
hammered by the results, though this is perhaps less of a defeat
when we allow for the GeForce optimisations.
Final Reality :
This may be an old benchmark, but it's great for
checking out retro-compatibility. It uses only MMX and AGP optimisations
and relies heavily on pure muscle.

Another solid performance with the highest 2D
score to date. 3D performance and bus transfer came in fractionally
behind the Radeon 8500.
NBench :
AMD's NBench isn't particularly impressive to
watch, not unless you're heavily into the whole Anime, Manga
type scene anyway. What is does do though is give your graphics
card and CPU a thorough pounding.

VillageMark
VillageMark is designed to test a graphics card's
ability to handle overdraw (hidden surface removal). A flying
camera pans around a village rendered in large (up to 1024x1024)
high quality textures. The fact that they are constantly appearing
and being hidden as the camera pans makes heavy use of your
GPU's ability to effectively discard unwanted data before it's
rendered then dumped.

This is less of a head turner for the GeForce
suggesting they still have some work to do on their Z-occlusion
culling routines. Remarkably the Radeon 8500 managed an awesome
94fps in this test, turning out 63fps with its HyperZ II function
disabled!
FSAA Performance :
Just to get a feel for the performance hit imposed
by using FSAA, I ran the Q3A timedemo in each of the three AA
modes and compared the results to the non AA scores. The demo
was run using maximum quality settings and at the most likely
resolutions to benefit from FSAA, those being 800x600 and 1024x768.

The idea of running Q3A at 10x7 with 4 sample
AA at 77 frames per second is enough to get even the most hardened
gamer drooling. It should be immediately obvious that even under
the most demanding of situations, NVIDIA's high resolution anti-aliasing
is at last making this a feasible technology rather than a feature
on the box that's barely worth enabling.
Just as a double check I re-ran the same tests
using Vulpine at 1024x768 using the standard OpenGL 1.2 feature
set, high detail and 32 bit textures/resolution. Here's the
breakdown :

Quincunx certainly offers a significant performance
advantage over 4xAA, and despite the slight lack of definition
in the textures it's a good trade-off. You may find you prefer
4x or even 2x in certain games rather than Quincunx but it's
great to have the ability to choose, and I personally don't
find the slight softening of the textures unpleasant.
For those of you who have sat through Vulpine's
GLMark with AA switched off, let's just say that if you admired
the curves on the chick from the helicopter that way, seeing
them in NVIDIA's glorious 4sample AA at high resolution borders
on voyeuristic.

Click for a larger image
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