The following graph shows the rather drastic frame to frame fluctuations in polygon counts for 200 frames of 'Quake III Arena'. It is, therefore, a challenge to produce even framerates using AFR in an intense multiplayer first-person-perspective shooter such as 'Quake III Arena'.

Quake III Arena: TRIANGLES FRAME BY FRAME (601-800)
Despite fillrates being comparable to that of the GeForce DDR as illustrated by the composite 16-bit and 32-bit fillrate graph below, the lack of fluidity of movement during gameplay in the MAXX leaves much to be desired.
Note: performance figures are denoted in millions of pixels rendered onscreen per second (framerate x resolution). "Fillrate" is used loosely as it is not quite the same as the actual accelerator fillrate, which is a few times higher if overdraw and multi-pass rendering are taken into consideration. Graphs are plotted showing fillrate (Y-axis) versus onscreen pixels (X-axis). The number of onscreen pixels denotes screen resolution.
| Resolution |
Number of onscreen pixels |
| 640x480 |
307,200 |
| 800x600 |
480,000 |
| 1024x768 |
786,432 |
| 1280x1024 |
1,310,720 |
| 1600x1200 |
1,920,000 |