Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
TechZone Heading
Workstation Smackdown (Nvidia Quadro DCC review)
Added on: Mon Feb 04 2002
Page: 1 2 3 4 5 6 7 8 10 11 12 13 14 15 


Dual Planes (1600x1200x32 2400 frames)

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)

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)

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.)



 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.