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To: Joe C. who wrote (5831)7/27/1998 11:43:00 PM
From: Jeff Lins  Respond to of 16960
 
Regarding the Gamespot review...

I don't think it's very nice to say that you won't publish benchmarks since it isn't fair (on alpha hardware), then say that quake was running "slowly." "Slowly" is a useless term in the computer world. I know people that think less than 60 fps is slow. To not show a benchmark, followed by a subjective statement...not good journalism...

He goes on to compare the Banshee alpha to TNT and Savage, saying they look more complete. EVERY review I have seen for Savage has games that will not run and that crash the whole setup. And Every review of TNT has been at half the final clockspeed and on early drivers. Maybe things go a bit "schitzoid" on the TNT when you turn up the mHz...

And how about the bit about "it might run a bit hot" due to being a .35 micron part? What is that about? EVERYBODY is doing .35!

The texture thing seems significant, but I am sure it will be worked out. All-in-all, this was a waste of an article. Wouldn't want to be unfair and print benchmarks, but its ok to mention that the board runs "slowly" on quake, is "schitzoid" and has texture problems.
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Now how come nobody wants to discuss the direct sales thing? Hey Chip, get the ball rolling...
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Review from bootnet: bootnet.com

dropped off Banshee reference board last
Friday, and based on our preliminary tests over
the weekend, it's a screamer.

Before you get to the nitty gritty details
however, be aware that the board was
delivered with these limitations:

Beta version of the Banshee chip (the final
version will be further optimized)
Alpha drivers
The board contains 8MB; the shipping
version will have 16MB.

The first Banshee parts will be manufactured using 0.35 micron
fabrication and will use either SDRAM or SGRAM at 100MHz memory bus,
offering 100MPixels 3D fill rate. It will be later changed to 0.25micron,
at which point it'll run at 125 MHz, pumping out a whopping 125MPixels
fill rate.

TV-out comes standard with both S-Video and composite video
connections available. The reference board also has a 5V fan, something
the production board won't require (although it will be shipped with a
heat sink).

3Dfx claims Banshee will have the world's
fastest 2D performance because of its
direct hardware polygon support.
Regardless of how fast the final product
may actually be, we found its quality to
be both sharp and extremely fast, even
at the maximum resolution of 1600x1200
at 75Mhz with 32-bit color depth.

REALWORLD BENCHMARK RESULTS: *

3Dfx
Canopus
Matrox
Banshee
Pure3D
Millenium
Voodoo2
G200
ForsakenMark (D3D) 800x600
b98.61fps
c58.7fps
m58.14fps
ForsakenMark (D3D) 1024x768
b58.61fps
cN/A
m46.14fps
Quake II (OpenGL) 800x600
b33.1fps
c55.7fps
m26.5fps
Quake II (OpenGL) 1024x768
b21.8fps
cN/A
m17.3fps
(b=banshee, c=canopus m=matrox: sorry that I couldn't get the tables to work out; just click the link to boot net!)

We were somewhat blown away by Banshee's Direct3D Forsaken scores.
Was VSync turned off? Guess what? It wasn't! Thinking that feature may
be broken, we reduced the refresh down to 75MHz, at which point the
frame-rate dropped to 75. Believe it or not, you get 98fps at 800x600 in
Forsaken!

Visual quality was good, although it's over-filtered just like Voodoo2.
There were no noticeable glitches except for D3D games running in high
resolutions. At 1024x768 in Forsaken for example, there are definite
alpha-blending issues. Texture deformaties (such as Predator-esque
ripple effects) are apparent in all D3D resolutions, however, D3D
polygon throughput has not yet been optimized.

The biggest limitation with Banshee resides in its AGP 1X architecture.
Banshee is designed around the Voodoo2 core which is optimized to
texture from local memory only. This means newer games that take full
advantage of AGP 2x's sidebanding from system memory won't get that
support with Banshee. They'll only get access to the memory that
resides on the Banshee board. But, since few games currently take
advantage of full AGP compliance right now anyway, Banshee may be all
you need to tide you over until next year's offering from the 3D gods.

Here's Banshee's complete feature set:

3D Feature Set:

Integrated Voodoo2 pixel unit and single texture unit
100 Mpixel/s fill rate
100 Mtexel/s fill rate
HW triangle setup capable of 4M tri/s
On-chip high speed texture cache unit
High precision 16-bit floating point Z-buffer
Transparency and chroma-key with color mask
Alpha blending on source and destination pixels
Dynamic environment maps
24-bit color dithering to native 16-bit RGB
16-bit color "expansion" to display near 24-bit quality
Per-pixel table based fog/haze effects
Full scene, edge anti-aliasing
Bump mapping
Optimized for local memory texturing
Sub-pixel and sub-texel correction
Perspective corrected 3D texture mapping
Palletized and compressed textures

Video sub-system:

VMI host and video input ports
Double or triple buffering of incoming video
Packed or planar YUV 4:2:2
Bilinear vertical and horizontal filtering
Hardware color-space-conversion
Digital video output for NTSC/PAL encoders

2D feature set:

100MHz 128-bit GUI accelerator
Full featured 128-bit BitBlt engine
Hardware Bresenham line drawing engine
Hardware polygon generation and fill engine
Source and destination chroma-keying
Advanced single cycle block-write
Full 256 Raster Operations in hardware

Other features:

PCI 66MHz and AGP with sideband signaling
High speed memory with duplicate RAS support
Dual command FIFO for CPU parallelism
256-bit internal buffering for maximum memory efficiency
PC '97 and PC '98 compliant
250MHz RAMDAC
4-16MB SGRAM/SDRAM Frame Buffer