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Reply 141 of 330, by AlphaWing

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Nice Score! You can cut past the FPS for each test from the result browser, for a better overview.
The score alone sometimes doesn't really tell everything!

Reply 143 of 330, by JayCeeBee64

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Since I'm feeling a bit evil today, I replaced the Matrox Millennium II 4mb in my P166MMX with a Diamond Stealth 3D 2000 (S3 Virge 325) 4mb and ran 3DMark99 on it:

3DMark Project:
3DMark Build Version: 200
Date: 9/20/14
Time: 4:01:52 PM
Project Name: Pure Torture!
Comments: Do not try this at home kids, it's not pretty at all.

Project Settings (Template):
Rendering Platform: Internal (Diamond Stealth 3D 2000 (Turbo))
Resolution: 800*600
Color Depth: 16-bit Color
CPU Optimization: Intel(r) processor
Z-Buffer: 16-bit
Frame Buffer: Triple buffering
Refresh Rate: 58 Hz
Looping: Disabled
Texture Format: 16-bit, 4444 RGBA
Run Tests: Once
Title Screen: Shown

Test Results:
3DMark Result : 567 3DMarks
Synthetic CPU 3D Speed : 1,154 CPU 3DMarks
Rasterizer Score : 507 3DRasterMarks
Game 1 - Race: 4.9 FPS
Game 2 - First Person: 6.7 FPS
Fill Rate : 19.4 MTexels/s
Fill Rate With Multi-Texturing : 59.3 MTexels/s
2MB Texture Rendering Speed: 65.7 FPS
4MB Texture Rendering Speed: 65.6 FPS
8MB Texture Rendering Speed: 62.0 FPS
16MB Texture Rendering Speed: 49.6 FPS
32MB Texture Rendering Speed: Could Not Test - Not Enough System Memory
Bump Mapping Emboss, 3-pass: Not Supported
Bump Mapping Emboss, 2-pass: Not Supported
Bump Mapping Emboss, 1-pass: Not Supported
Point Sample Texture Filtering Speed: Could Not Test - Bilinear Filtering Not Supported
Bilinear Texture Filtering Speed: Could Not Test - Bilinear Filtering Not Supported
Trilinear Texture Filtering Speed: Could Not Test - Bilinear Filtering Not Supported
Anisotropic Texture Filtering Speed: Could Not Test - Bilinear Filtering Not Supported
6 Pixel/individual: 284.8 KPolygons/s
6 Pixel/strips: 295.6 KPolygons/s
25 Pixel/individual: 208.8 KPolygons/s
25 Pixel/strips: 220.5 KPolygons/s
50 Pixel/individual: 170.9 KPolygons/s
50 Pixel/strips: 160.6 KPolygons/s
250 Pixel/individual: 49.0 KPolygons/s
250 Pixel/strips: 41.3 KPolygons/s
1000 Pixel/individual: 13.4 KPolygons/s
1000 Pixel/strips: 14.1 KPolygons/s

Missing Features:
Bilinear Filtering With Mip-Mapping
Trilinear Filtering
Addivitive Alpha Blending
Multiplicative Alpha Blending

System:
Windows Version: Windows 4, Build 950
DirectX Version: 4.07.00.0700
Bios Version: Award Modular BIOS v4.51PG
Bios Date: 06/12/98
Total Physical Memory: 64 MB
Free Physical Memory: 11 MB

Processor:
Processor Type: Intel Pentium
Processor Speed: 168 MHz
Processor Caps: MMX
L1 Cache Size: 32 KB
L2 Cache Size: None

Desktop:
2D Display Adapter Name: Diamond Stealth 3D 2000 (Turbo)
2D Display Adapter Driver Date: 0- 0-1980
Monitor Name: Plug and Play Monitor (VESA DDC)
Monitor Driver Date: 7-11-1995
Desktop Resolution: 1024*768
Desktop Color Depth: 16-Bit Color

3D Accelerator:
Name: Diamond Stealth 3D 2000 (Turbo)
Driver Name: s3d325xl.dll
Driver Version: 4.10.01.0069
Total Video Memory On Card: 4,062 KB
Total Texture Memory: 2,526 KB
Bus: PCI

Supported Features:
16-bit Rendering
24-bit Rendering
Point Sampling
Bilinear Filtering
Specular Gouraud Shading
Vertex Fox
W-Fog
Sub-Pixel Accuracy
Alpha Blending
Vertex Alpha Blending
Vertex And Texture Alpha Blending

Supported 3D Display Modes:
320*200, 16bit color
320*240, 16bit color
512*384, 16bit color
640*400, 16bit color
640*480, 16bit color
720*480, 16bit color
800*600, 16bit color
1024*768, 16bit color
1152*864, 16bit color
1280*1024, 16bit color
640*480, 24bit color
720*480, 24bit color
800*600, 24bit color
1024*768, 24bit color

Supported Texture Formats:
15-bit, 555 RGB
24-bit, 888 RGB
16-bit, 5551 RGBA
16-bit, 4444 RGBA
32-bit, 8888 RGBA

9apRVcal.png

The final score is actually slightly better than I expected, but it was still very ugly - monochrome rendering, no textures, lots of blank screens 😵 . I'll grab the S3 driver smeezekitty used and give it another try.

Ooohh, the pain......

Reply 145 of 330, by Skyscraper

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Here is another K6-2+ on Aladdin 5. OS is Windows 98SE, , GF2 MX400, DirectX 7 installed. Video card driver 4.13.01.1461 08/08/2001. No AGP driver installed.

6x100 MHz
K6IIplus100600gf2mx3.jpg

4.5x130 MHz
K6IIplusnoL3130585gf.jpg

New PC: i9 12900K @5GHz all cores @1.2v. MSI PRO Z690-A. 32GB DDR4 3600 CL14. 3070Ti.
Old PC: Dual Xeon X5690@4.6GHz, EVGA SR-2, 48GB DDR3R@2000MHz, Intel X25-M. GTX 980ti.
Older PC: K6-3+ 400@600MHz, PC-Chips M577, 256MB SDRAM, AWE64, Voodoo Banshee.

Reply 146 of 330, by JayCeeBee64

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Okay, round two for the Virge. This time I'm using the DirectX 6.1 S3 video driver from Microsoft - rendering quality has improved a bit, but performance went straight to hell in a hand basket 😒 :

3DMark Project:
3DMark Build Version: 200
Date: 9/24/14
Time: 9:33:45 PM
Project Name: Pure Torture 2!
Comments: So slow, so ugly, so painful -_-

Project Settings (Template):
Rendering Platform: Internal (S3 ViRGE 325 PCI)
Resolution: 640*480
Color Depth: 16-bit Color
CPU Optimization: Intel(r) processor
Z-Buffer: 16-bit
Frame Buffer: Double buffering
Refresh Rate: 60 Hz
Looping: Disabled
Texture Format: 16-bit, 4444 RGBA
Run Tests: Once
Title Screen: Shown

Test Results:
3DMark Result : 44 3DMarks
Synthetic CPU 3D Speed : 1,252 CPU 3DMarks
Rasterizer Score : 281 3DRasterMarks
Game 1 - Race: 1.9 FPS
Game 2 - First Person: 0.2 FPS
Fill Rate : 5.9 MTexels/s
Fill Rate With Multi-Texturing : 23.5 MTexels/s
2MB Texture Rendering Speed: 61.3 FPS
4MB Texture Rendering Speed: 72.9 FPS
8MB Texture Rendering Speed: 58.9 FPS
16MB Texture Rendering Speed: 40.0 FPS
32MB Texture Rendering Speed: Could Not Test - Not Enough System Memory
Bump Mapping Emboss, 3-pass: Not Supported
Bump Mapping Emboss, 2-pass: Not Supported
Bump Mapping Emboss, 1-pass: Not Supported
Point Sample Texture Filtering Speed: 108.3 %
Bilinear Texture Filtering Speed: 100.0 %
Trilinear Texture Filtering Speed: 61.7 %
Anisotropic Texture Filtering Speed: Not Supported
6 Pixel/individual: 76.9 KPolygons/s
6 Pixel/strips: 77.2 KPolygons/s
25 Pixel/individual: 76.9 KPolygons/s
25 Pixel/strips: 77.8 KPolygons/s
50 Pixel/individual: 60.2 KPolygons/s
50 Pixel/strips: 60.2 KPolygons/s
250 Pixel/individual: 15.7 KPolygons/s
250 Pixel/strips: 15.7 KPolygons/s
1000 Pixel/individual: 4.3 KPolygons/s
1000 Pixel/strips: 4.3 KPolygons/s

Missing Features:
Addivitive Alpha Blending
Multiplicative Alpha Blending

System:
Windows Version: Windows 4, Build 950
DirectX Version: 4.07.00.0700
Bios Version: Award Modular BIOS v4.51PG
Bios Date: 06/12/98
Total Physical Memory: 64 MB
Free Physical Memory: 16 MB

Processor:
Processor Type: Intel Pentium
Processor Speed: 168 MHz
Processor Caps: MMX
L1 Cache Size: 32 KB
L2 Cache Size: None

Desktop:
2D Display Adapter Name: S3 ViRGE 325 PCI
2D Display Adapter Driver Date: 4- 8-1998
Monitor Name: Plug and Play Monitor (VESA DDC)
Monitor Driver Date: 7-11-1995
Desktop Resolution: 1024*768
Desktop Color Depth: 16-Bit Color

3D Accelerator:
Name: S3 ViRGE 325 PCI
Driver Name: S3V.dll
Driver Version: 4.10.00.1555
Total Video Memory On Card: 4,062 KB
Total Texture Memory: 2,526 KB
Bus: PCI

Supported Features:
16-bit Rendering
24-bit Rendering
Point Sampling
Point Sampling With Mip-Mapping
Bilinear Filtering
Bilinear Filtering With Mip-Mapping
Trilinear Filtering
Specular Gouraud Shading
Vertex Fox
W-Fog
Sub-Pixel Accuracy
Alpha Blending
Vertex Alpha Blending
Vertex And Texture Alpha Blending

Supported 3D Display Modes:
320*200, 16bit color
320*240, 16bit color
400*300, 16bit color
512*384, 16bit color
640*400, 16bit color
640*480, 16bit color
800*600, 16bit color
1024*768, 16bit color
1280*1024, 16bit color
320*200, 24bit color
320*240, 24bit color
400*300, 24bit color
512*384, 24bit color
640*400, 24bit color
640*480, 24bit color
800*600, 24bit color
1024*768, 24bit color

Supported Texture Formats:
15-bit, 555 RGB
24-bit, 888 RGB
16-bit, 5551 RGBA
32-bit, 8888 RGBA
16-bit, 4444 RGBA

zHvfBzIl.png

At this point I can truly say that nothing can save the Virge; it honestly deserves the "world's first 3D decelerator" moniker by a landslide 🤣 !

Here are some screencaps I took while 3DMark99 was running. First, the Virge with the Diamond DX5 driver:

Rxe6CwPl.png RYSfJlul.png Qi0ztGFl.png

Next, the Virge with the MS DX6.1 driver:

G85ZWXtl.png DLUbFeBl.png lKdmDiEl.png

Finally, the Voodoo 2 with the 3dfx DX7 driver:

SqjSgfPl.png uzr2YCBl.png uDrN7CLl.png

Now to grab my Pentium 4 rig and perform some Dr. Frankenstein-like experiments on it 😈

Ooohh, the pain......

Reply 147 of 330, by Nahkri

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I tried running 3dmark 99 on my stb nitro3d,s3 virge gx 4mb ram,but the pc hangs before test number 2 at processing textures.
With the voodoo 1 the test runs without problems.
The demo also runs fine on the virge.

Reply 149 of 330, by oerk

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I had a Virge DX in my K6-200 in 97. The first round of drivers simply didn't work at all, neither DirectX nor OpenGL. Had to resort to using the software renderer on everything. A year later, the drivers at least worked so that games would run in hardware mode and at least _some_ of the textures would get mapped. A year after that, I bought a used Voodoo 1 => Mind. blown.

And here's the thing: in every german magazine I read back then, the Virge (and later Virge DX and GX) got the price/performance awards. For cards that IMHO simply didn't work as 3D accelerators at all!

So, I think it's a driver problem, but good luck finding working ones.

Reply 150 of 330, by Putas

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oerk wrote:

And here's the thing: in every german magazine I read back then, the Virge (and later Virge DX and GX) got the price/performance awards. For cards that IMHO simply didn't work as 3D accelerators at all!

Back in the days nobody knew how to test 3d accelerators. Most reviewers used something synthetic, did not understood the 3d problematic and driver cheats were rampant. People in internet groups could learn by sharing own experience, but that was tiny minority. Only after guys like Thomas Pabst heretically used games for tests the old media started to open up a bit. Well maybe they would not change without simple to use utilities like Game Gauge.

Reply 151 of 330, by JayCeeBee64

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Nahkri wrote:

I tried running 3dmark 99 on my stb nitro3d,s3 virge gx 4mb ram,but the pc hangs before test number 2 at processing textures.
With the voodoo 1 the test runs without problems.
The demo also runs fine on the virge.

How long did you wait before aborting the test Nahkri? On mine, it took about 3 long minutes before test 2 started to run, and another 3 minutes before it continued on to test 3. Why it took that long, I have no idea.

Ooohh, the pain......

Reply 152 of 330, by Nahkri

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JayCeeBee64 wrote:
Nahkri wrote:

I tried running 3dmark 99 on my stb nitro3d,s3 virge gx 4mb ram,but the pc hangs before test number 2 at processing textures.
With the voodoo 1 the test runs without problems.
The demo also runs fine on the virge.

How long did you wait before aborting the test Nahkri? On mine, it took about 3 long minutes before test 2 started to run, and another 3 minutes before it continued on to test 3. Why it took that long, I have no idea.

Left it 15 minutes still nothing,it's clearly the computer is frozen,couse i need to restart the pc,i tried with a virge dx also with 4mb of ram,uses the same drivers as the gx and the same result.

Reply 153 of 330, by JayCeeBee64

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You're right, that's way too long. I wonder what the problem is 😕

Have you tried different drivers? Reinstalling DirectX? Other PCI slots?

(Strange that the demo works just fine).

Ooohh, the pain......

Reply 154 of 330, by Nahkri

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I tried with both dx 6.1 and 7,drivers only tried with latest drivers for the dx,gx from the s3 driver website.
It's weird demo works ok,i tried tomb raider with the s3d patch and works ok,just the 3dmark benchmark hangs.Anyway i'm going back to the Matrox Mystique since both S3 chipset cards have worse image quality.
The stb gx it's better then the no named dx which is pretty blurry,but when i set higher refresh rates i get some weird scan line,they're faint and not easy to see but it bothers me.

Reply 155 of 330, by foey

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G400_Max_3DMark99_1_zps50fd744a.jpg

AMD Athlon Slot A 750mhz
256mb SD133 CL3 Ram @ 100mhz and CL2 Timings
Gigabyte GA-7IXE Motherboard
Matrox G400 Max AGP
Windows 98SE

Not a bad score for the system, I gained 200 points from just the ram timings.

Edit - Score updated, further tweaking memory settings. This card seems very sensitive to AGP Aperture, it's currently set to 256mb from the 64mb previously set. Seeing slightly higher FPS/benchmarks figures as a result.

Cyrix Instead Build, 6x86 166+ | 32mb SD | 4mb S3 Virge DX | Creative AWE64 | Win95
ATC-S PIII Tualatin Win9x Build :- ATC-S PIII Coppermine Win9x Build Log [WIP] **Photo Heavy**

Reply 156 of 330, by foey

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JayCeeBee64 - Loving the S3 Virge benchmarks 😀

Cyrix Instead Build, 6x86 166+ | 32mb SD | 4mb S3 Virge DX | Creative AWE64 | Win95
ATC-S PIII Tualatin Win9x Build :- ATC-S PIII Coppermine Win9x Build Log [WIP] **Photo Heavy**

Reply 157 of 330, by Neurotic

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The Virge is 1995 technology. Try running 3DMark 99 in software mode on a Pentium 100 (a high end PC at the time)... well you can't. The Virge is not exactly a quick card in 3D accelerated mode, but to say nothing can save it because it runs 3DMark 99 badly is not really meaningful - ANY card from the same era will do the same, just try the Rage I or NV1.

For a better idea of how Virge performs in S3D API games that were actually made for the card and advertised as such, plus some early Direct3D games view these videos:

https://www.youtube.com/watch?v=DFVcYvOvCrs
https://www.youtube.com/watch?v=PVZ1_wmSvw8
https://www.youtube.com/watch?v=o0Qyf_mbeXs
https://www.youtube.com/watch?v=SM7Wx4tteVQ
https://www.youtube.com/watch?v=kzfOctxFnI4
https://www.youtube.com/watch?v=ksBxWJ8B830
https://www.youtube.com/watch?v=OkfUIiXRrXk
https://www.youtube.com/watch?v=x7yqJYB3dxs

Nothing incredible, but try running those games in software mode in SVGA on a 1995 CPU and you'll get similiar or worse framerates but in 256 color, without perespective correction and without billinear filtering.

As for the good reviews, most gamers at the time praised the great 2D compatibility and speed of S3 Virge cards. It is best thought of as a cheap S3 Trio 64+ with a very experimental 3D acceleration addon. Nobody really thought of the "3D acceleration" on the Virge as more than a novelty, it was good for software rendering of 3D through, pixel pushing, raw SVGA speed, that kind of stuff.

The term "3D decelerator" is really meaningless as on a fast enough CPU, every 3D acceleration chip can eventually become a 3D decelerator. A 32-core Xeon could probably run DX9 games faster with Swiftshader than with a Geforce GT610, does that make it a decelerator? The Virge was slower than software rendering on what at the time, high end CPUs?

In the end, Virge could have delivered far better results than whatever powered the PSX and the N64. It wasn't the fault of S3 that people who made Virge patches almost always forced 640x480 and all eye candy on. In something like 400x300 and reduced detail, the Virge could have produced results still faster and prettier than consoles at the time.

Basically, the problem wasn't that the Virge was too slow, it was that programmers tried to force Voodoo level graphics on a 4x weaker chip.

Reply 158 of 330, by JayCeeBee64

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Neurotic wrote:

..............

😮 😒 🙄

.
.
.

Oooookay, whatever you say.............

.
.
.
.

Anyway, here are the test results of a Dell OEM GF3 I got from eBay a few months back:

Pentium 4 2.4GHz Northwood, Soyo P4I-845PE, 512mb DDR-333 ram, NVIDIA GeForce 3 Ti 200 64mb AGP (30.82 Win9x drivers), DirectX 8.1b, Windows 98SE

3DMark Project:
3DMark Build Version: 200
Date: 9/27/2014
Time: 5:43:07 PM
Project Name: Pentium 4 - GeForce 3 Ti 200 Test 1
Comments:

Project Settings (Template):
Rendering Platform: Internal (NVIDIA GeForce3 Ti 200)
Resolution: 1024*768
Color Depth: 16-bit Color
CPU Optimization: Intel(r) Pentium(r) III
Z-Buffer: 16-bit
Frame Buffer: Triple buffering
Refresh Rate: VSync Off
Looping: Disabled
Texture Format: 16-bit, 4444 RGBA
Run Tests: Once
Title Screen: Shown

Test Results:
3DMark Result : 10,606 3DMarks
Synthetic CPU 3D Speed : 32,117 CPU 3DMarks
Rasterizer Score : 8,841 3DRasterMarks
Game 1 - Race: 112.6 FPS
Game 2 - First Person: 100.2 FPS
Fill Rate : 574.7 MTexels/s
Fill Rate With Multi-Texturing : 1,163.6 MTexels/s
2MB Texture Rendering Speed: 899.3 FPS
4MB Texture Rendering Speed: 691.6 FPS
8MB Texture Rendering Speed: 483.7 FPS
16MB Texture Rendering Speed: 364.0 FPS
32MB Texture Rendering Speed: 252.1 FPS
Bump Mapping Emboss, 3-pass: 287.6 FPS
Bump Mapping Emboss, 2-pass: 382.8 FPS
Bump Mapping Emboss, 1-pass: 579.7 FPS
Point Sample Texture Filtering Speed: 100.4 %
Bilinear Texture Filtering Speed: 100.0 %
Trilinear Texture Filtering Speed: 88.2 %
Anisotropic Texture Filtering Speed: Not Supported
6 Pixel/individual: 4,180.7 KPolygons/s
6 Pixel/strips: 13,053.3 KPolygons/s
25 Pixel/individual: 3,609.8 KPolygons/s
25 Pixel/strips: 12,623.1 KPolygons/s
50 Pixel/individual: 3,040.8 KPolygons/s
50 Pixel/strips: 6,813.9 KPolygons/s
250 Pixel/individual: 1,560.5 KPolygons/s
250 Pixel/strips: 1,843.2 KPolygons/s
1000 Pixel/individual: 479.8 KPolygons/s
1000 Pixel/strips: 501.8 KPolygons/s

System:
Windows Version: Windows 4B, Build 2222
DirectX Version: 4.08.01.0881
Bios Version: )Phoenix - Award WorkstationBIOS v6.00PG
Bios Date: 12/10/02
Total Physical Memory: 512 MB
Free Physical Memory: 277 MB

Processor:
Processor Type: Unknown
Processor Speed: 2398 MHz
Processor Caps: MMX SSE
L1 Cache Size: None
L2 Cache Size: None

Desktop:
2D Display Adapter Name: NVIDIA GeForce3 Ti 200
2D Display Adapter Driver Date: 07-16-2002
Monitor Name: Plug and Play Monitor
Monitor Driver Date: 4-23-1999
Desktop Resolution: 1024*768
Desktop Color Depth: 16-Bit Color

3D Accelerator:
Name: NVIDIA GeForce3 Ti 200
Driver Name: NVDD32.DLL
Driver Version: 4.13.01.3082
Total Video Memory On Card: 64,896 KB
Total Texture Memory: 96,128 KB
Bus: AGP

Supported Features:
16-bit Rendering
32-bit Rendering
Point Sampling
Point Sampling With Mip-Mapping
Bilinear Filtering
Bilinear Filtering With Mip-Mapping
Trilinear Filtering
Specular Gouraud Shading
Vertex Fox
Range-Based Fog
Table Fog
W-Fog
Sub-Pixel Accuracy
Edge Antialiasing
Alpha Blending
Addivitive Alpha Blending
Multiplicative Alpha Blending
Vertex Alpha Blending
Vertex And Texture Alpha Blending
S3 Texture Compression

Supported 3D Display Modes:
320*200, 16bit color
320*240, 16bit color
400*300, 16bit color
512*384, 16bit color
640*400, 16bit color
640*480, 16bit color
720*480, 16bit color
720*576, 16bit color
800*600, 16bit color
848*480, 16bit color
1024*768, 16bit color
1152*864, 16bit color
1280*720, 16bit color
1280*768, 16bit color
1280*960, 16bit color
1280*1024, 16bit color
1360*768, 16bit color
1600*900, 16bit color
1600*1024, 16bit color
320*200, 32bit color
320*240, 32bit color
400*300, 32bit color
512*384, 32bit color
640*400, 32bit color
640*480, 32bit color
800*600, 32bit color
848*480, 32bit color
1024*768, 32bit color
1152*864, 32bit color
1280*720, 32bit color
1280*768, 32bit color
1280*960, 32bit color
1280*1024, 32bit color
1360*768, 32bit color
1600*900, 32bit color
1600*1024, 32bit color

Supported Texture Formats:
15-bit, 555 RGB
16-bit, 5551 RGBA
16-bit, 4444 RGBA
16-bit, 565 RGB
24-bit, 888 RGB
32-bit, 8888 RGBA

a7Z05OF.png

3DMark Project:
3DMark Build Version: 200
Date: 9/27/2014
Time: 5:51:18 PM
Project Name: Pentium 4 - GeForce 3 Ti 200 Test 2
Comments:

Project Settings (Template):
Rendering Platform: Internal (NVIDIA GeForce3 Ti 200)
Resolution: 1024*768
Color Depth: 32-bit Color
CPU Optimization: Intel(r) Pentium(r) III
Z-Buffer: 24-bit
Frame Buffer: Triple buffering
Refresh Rate: VSync Off
Looping: Disabled
Texture Format: 32-bit, 8888 RGBA
Run Tests: Once
Title Screen: Shown

Test Results:
3DMark Result : 10,674 3DMarks
Synthetic CPU 3D Speed : 32,326 CPU 3DMarks
Rasterizer Score : 7,819 3DRasterMarks
Game 1 - Race: 122.2 FPS
Game 2 - First Person: 94.7 FPS
Fill Rate : 463.9 MTexels/s
Fill Rate With Multi-Texturing : 1,051.8 MTexels/s
2MB Texture Rendering Speed: 712.6 FPS
4MB Texture Rendering Speed: 538.5 FPS
8MB Texture Rendering Speed: 446.1 FPS
16MB Texture Rendering Speed: 347.6 FPS
32MB Texture Rendering Speed: 292.9 FPS
Bump Mapping Emboss, 3-pass: 219.6 FPS
Bump Mapping Emboss, 2-pass: 280.9 FPS
Bump Mapping Emboss, 1-pass: 421.2 FPS
Point Sample Texture Filtering Speed: 100.2 %
Bilinear Texture Filtering Speed: 100.0 %
Trilinear Texture Filtering Speed: 88.3 %
Anisotropic Texture Filtering Speed: Not Supported
6 Pixel/individual: 4,177.6 KPolygons/s
6 Pixel/strips: 13,048.9 KPolygons/s
25 Pixel/individual: 3,623.7 KPolygons/s
25 Pixel/strips: 12,601.2 KPolygons/s
50 Pixel/individual: 3,016.8 KPolygons/s
50 Pixel/strips: 6,215.9 KPolygons/s
250 Pixel/individual: 1,336.5 KPolygons/s
250 Pixel/strips: 1,607.6 KPolygons/s
1000 Pixel/individual: 411.8 KPolygons/s
1000 Pixel/strips: 428.0 KPolygons/s

System:
Windows Version: Windows 4B, Build 2222
DirectX Version: 4.08.01.0881
Bios Version: )Phoenix - Award WorkstationBIOS v6.00PG
Bios Date: 12/10/02
Total Physical Memory: 512 MB
Free Physical Memory: 277 MB

Processor:
Processor Type: Unknown
Processor Speed: 2398 MHz
Processor Caps: MMX SSE
L1 Cache Size: None
L2 Cache Size: None

Desktop:
2D Display Adapter Name: NVIDIA GeForce3 Ti 200
2D Display Adapter Driver Date: 07-16-2002
Monitor Name: Plug and Play Monitor
Monitor Driver Date: 4-23-1999
Desktop Resolution: 1024*768
Desktop Color Depth: 16-Bit Color

3D Accelerator:
Name: NVIDIA GeForce3 Ti 200
Driver Name: NVDD32.DLL
Driver Version: 4.13.01.3082
Total Video Memory On Card: 64,896 KB
Total Texture Memory: 96,128 KB
Bus: AGP

Supported Features:
16-bit Rendering
32-bit Rendering
Point Sampling
Point Sampling With Mip-Mapping
Bilinear Filtering
Bilinear Filtering With Mip-Mapping
Trilinear Filtering
Specular Gouraud Shading
Vertex Fox
Range-Based Fog
Table Fog
W-Fog
Sub-Pixel Accuracy
Edge Antialiasing
Alpha Blending
Addivitive Alpha Blending
Multiplicative Alpha Blending
Vertex Alpha Blending
Vertex And Texture Alpha Blending
S3 Texture Compression

Supported 3D Display Modes:
320*200, 16bit color
320*240, 16bit color
400*300, 16bit color
512*384, 16bit color
640*400, 16bit color
640*480, 16bit color
720*480, 16bit color
720*576, 16bit color
800*600, 16bit color
848*480, 16bit color
1024*768, 16bit color
1152*864, 16bit color
1280*720, 16bit color
1280*768, 16bit color
1280*960, 16bit color
1280*1024, 16bit color
1360*768, 16bit color
1600*900, 16bit color
1600*1024, 16bit color
320*200, 32bit color
320*240, 32bit color
400*300, 32bit color
512*384, 32bit color
640*400, 32bit color
640*480, 32bit color
800*600, 32bit color
848*480, 32bit color
1024*768, 32bit color
1152*864, 32bit color
1280*720, 32bit color
1280*768, 32bit color
1280*960, 32bit color
1280*1024, 32bit color
1360*768, 32bit color
1600*900, 32bit color
1600*1024, 32bit color

Supported Texture Formats:
15-bit, 555 RGB
16-bit, 5551 RGBA
16-bit, 4444 RGBA
16-bit, 565 RGB
24-bit, 888 RGB
32-bit, 8888 RGBA

UNfwJp0.png

I have no idea why the 32-bit test run is slightly faster than the 16-bit test. Probably just a glitch 🤣

Last edited by JayCeeBee64 on 2014-12-11, 03:38. Edited 1 time in total.

Ooohh, the pain......

Reply 159 of 330, by smeezekitty

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Neurotic wrote:

Nothing incredible, but try running those games in software mode in SVGA on a 1995 CPU and you'll get similiar or worse framerates but in 256 color, without perespective correction and without billinear filtering.

I agree to some extent. I can run the S3V version of TOMBRAIDER on my 486-120 and with the accel on it gives a much better picture with texture filtering with about the same framerate as software

It also has fairly decent windows 2d accel

I don't know why the results they are having on 3dmark99 are so bad. Mine displayed much better.
If I get really ambitious I might try it in a pentium system to see just how well it does.