Was curious how Intel's RapidCad CPU stacks against standard 386DX-40 and a "high-end" upgrade such as TI's 486SXL2-50.
Used 3 high-quality motherboards to cross-check results, but the final tests were performed on this very fast 386 system based on 486 Symphony Haydn chipset, but in classic 386 implementation - ISA, 30-pin FPM RAM, 132-pin PGA socket.
For the record - the other two boards were based on late OPTi and UMC chipsets.
RapidCad consists of two chips - the real 132 pin processor and a placeholder FPU one.
Interestingly enough the FPU chip was not needed in any of the motherboards.
In fact the systems either hang, or do not boot at all when it is inserted in the FPU socket.
The processor is 33MHz rated, but works really well at up to 45MHz. Gets unstable beyond that.
It is one of the coldest CPUs i have seen. Even under 100% load for more than 2 hours it barely gets warm.
There is not much else to add - things work as advertised.
Here is the suspect:

Speedsys screengrapbs.
On most systems SXL2 CPU garbles speedsys'es screen, so not included here.
The above screenshot is for 386DX, the one below is for RapidCad.
For some reason 386dx shows up as running at 40MHz, but is 45 really.

And the usual set of benchmarks.
The 3 CPUs clocked at 45MHz. Where both the 386DX and SXL2 are accompanied by Cyrix FasMath (black top) FPU.
Goal was to see the relative performance difference between them.
Gray bars indicate peak perf using SXL2 CPU with the same FasMath (black top) FPU clocked at 50MHz.
I could use gray top FasMath and improve FPU perf by 1-4%, but forgot to do that. This will affect only the rendering tests and P3B to a less degree.

RapidCad is much faster than standard 386DX CPUs.
Applications that rely on floating point math further benefit from it, but in general SXL2 + FasMath FPU is the better deal.
3D Studio loves it, while ALU speed affects LightWave3D as much as FPU does.
WinTune2 did not like it at all. Crashes hard at startup every time.
Too bad Intel disabled its L1 cache, otherwise the story could be different.