Home

News

Forums

Hardware

CPUs

Mainboards

Video

Guides

CPU Prices

Memory Prices

Shop



Sharky Extreme :

PDAs
PC Notebooks
Printers
Monitors

Latest News


- NZXT Unleashes the Sentry LX High-Performance Fan Controller
- OCZ Announces the Core Series of SATA II Solid State Drives
- Asetek Introduces the First Liquid-Cooling System for the Radeon HD 4870
- AMD Exhumes the All-in-Wonder Brand Name
- AMD Hits a New Performance High with the ATI Radeon HD 4800
News Archives

Features

- SharkyExtreme.com: Interview with Microsoft's Dan Odell
- SharkyExtreme.com: Interview with ATI's Terry Makedon
- SharkyExtreme.com: Interview with Seagate's Joni Clark
- Half-Life 2 Review
- DOOM 3 Review

Buyer's Guides

- May Value Gaming PC Buyer's Guide
- March Extreme Gaming PC Buyer's Guide
- January High-end Gaming PC Buyer's Guide

HARDWARE

  • CPUs

    - AMD Phenom X4 9950 BE & 9350e Review
    - AMD Phenom X3 8750 Review

  • Motherboards

    - AMD 780G Chipset Review

  • Video Cards

    - PNY XLR8 GeForce 9800 GX2 1GB Review
    - Gigabyte Radeon HD 3870 512MB Review
    - ASUS EN8800GT TOP 512MB Review




  • Static geometry, unlike dynamic geometry, will directly benefit from hardware transformation. NVIDIA's TreeMark is a synthetic benchmark of transformation and lighting (henceforth referred to as T & L) based on static geometry. It uses the OpenGL pipeline to accelerate a procedurally generated tree with adjustable polygon complexity, between 700 and 140000 polygons per frame.

    Static Geometry: the tree used in TREEMARK Wire-Frame (left) and Textured (right)

    To test polygon throughput with TREEMARK, GeForce (120/183) and TNT2 (150/183) were put through their paces on similarly configured 300 MHz and 450 MHz CeleronA systems.


    One dynamic point light, 700 to 140000 polygons per frame, 640x480x16

    The graph shows polygon throughput versus polygons per frame. The peak polygon throughput, as derived from the plateau of the curves, is approximately:

    CPU 3D Accelerator M aximum Polygon Throughput
    300 MHz CeleronA

    GeForce

    2.2 million polygons per second
    450 MHz CeleronA

    GeForce

    3.3 million polygons per second
    450 MHz CeleronA

    TNT2

    0.5 million polygons per second





    Copyright © 2002 INT Media Group, Incorporated. All Rights Reserved. About INT Media Group | Press Releases | Privacy Policy | Career Opportunities