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Features

- PC Buyer's Guide for Gaming Enthusiasts -- January 2012
- PC Buyer's Guide for Entry-Level Gaming -- January 2012
- Build Your Own Gaming PC Guide -- Nov. 2011
- PC Buyer's Guide for Gaming Enthusiasts, August, 2011
- July Entry-Level Gaming PC Guide

Buyer's Guides

- PC Buyer's Guide for Entry-Level Gaming -- January 2012
- Build Your Own Gaming PC Guide -- Nov. 2011
- February High-end Gaming PC Buyer's Guide
- November Value Gaming PC Buyer's Guide
- September Extreme Gaming PC Buyer's Guide

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  • 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





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