If it were interleaving, I'd expect 3DMark2000's texture benchmark to show it, but instead the cards have the same relative performance with 8 MB of texture data as they do with 32 MB. The GF2 MX SDR/DDR situation does look similar, though GF4 MX DDR vs GF2 MX SDR would look different, and Matrox had a year or more to optimize the architecture between the G400 and G550 (or G800 as the G550 may have started as), so maybe there's some unexpected corners.
GLQuake at various resolutions:
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The G550 at 32 bits is faster than the G400 at 16 bits. At 16 bits the G550 is progressively faster than the G400 as the resolution increases: 130% at 640, 133% at 800, 137% at 1024, and 142% at 1600.
GLQuake without multitexturing (-nomtex):
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This might be the sort of difference you'd expect between the GF2 MX SDR/128 and DDR/64.
Without multitexturing, at 32-bit, as you increase the resolution, the G550 draws fewer bits per second relative to the G400; but with multitexturing it's the reverse:
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The two modes have been normalized at 640 x 480, they're not identical in absolute terms. In any case, if the G550's memory performance causes it to be progressively slower than the G400 as the resolution increases, why does its performance lead over the G400 increase with resolution when single-pass multitexturing is enabled?
When you compare the ratios of 32-bit performance to 16-bit performance with the G550 and G400 in some other games, you get this pattern:
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In other words, compared to the G400, the G550 has a bigger performance drop from 16-bit to 32-bit, except that at 1600 x 1200 it's the G400 that drops more. A similar effect was shown in the GF2 review that swaaye linked to.
Based on some more per-resolution results, I'd predict:
- The G550 is about 10-40% faster in games where multitexturing is used.
- Where multitexturing isn't used, the G400 is about 10% faster in OpenGL and about 10-20% faster in Direct3D (the D3D drivers seem to favor the G400).
- In some games the behavior is different, for unknown reasons.