|
![](/content/gettext.php?15) |
Workstation Smackdown (Nvidia Quadro DCC review) Added on: Mon Feb 04 2002 |
Page: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 |
Dual Planes (1600x1200x32 2400 frames)
![](http://www2.3dluvr.com/15/10/S15A10FIL26_s.jpg)
Dual Planes is used use to showcase a card�s ability to draw on multiple planes�.thus the term, Dual Planes. If a card supports this feature, it will have to work less as one object becomes concealed by another. Isn�t life wonderful? All nvidia accelerators are extremely good in this department, boosting Frames beyond mortal comprehension. (Our eyes can�t detect that many frames per second)
Geometry1 (1600x1200x32 300 frames)
![](http://www2.3dluvr.com/15/10/S15A10FIL28_s.jpg)
And suddenly the battle is on. What happened? Somebody threw a whole lot of polygons at the viewport. How many? Around 400,000. Wait a second.
I thought these accelerators could do a few million per second? Everyone tends to forgot that�s Gross poly�s per second. (Gross as in, unlit, untextured, unshaded, bare naked pixels [no not the band])
We actually see the Geforce 2 chipset come into its own here, as its much more efficient at dealing with untextured polygons.(Situation changes when textures come into effect)
Geometry1 (1600x1200x32 300 frames)
![](http://www2.3dluvr.com/15/10/S15A10FIL30_s.jpg)
Almost doubling the number of polygons shows how these accelerators scale. Look at that DCC go! (Around 750k poly�s in this one.
Remember kids, Viewport FPS is NOT Game FPS. You don�t have to worry about the Modifier stack fragging your ass cause you�ve got lag.)
|
![](/content/gfx/spacer.gif) |
|
|