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 Real3d StarFighter AGP card rules. Intel's 2D/3D i740 powers
this StarFighter. With the 3D processor running at 66MHz, the i740's 64-bit
split-memory architecture design is coupled with 8 MB of 100MHz SGRAM and a 22MHz
RAMDAC. And, as a full AGP-2x-with-sidebands-compliant part, all those juicy 15MB+
textures are ready to jump from system memory directly into the i740 for texel
processing. The board is cleanly laid out, with a white mini-connector sitting next
to the heatsink-laden i740 for an optional DVD daughtercard. Sadly, the version reviewed
doesn't come with TV inputs or outputs.
How does it
perform? Pretty Damn Good. Dos performance is mad fast. With a little
help from Vesa 2.0 support built into the flashable video BIOS, the StarFighter posted a
cool 30fps in 640x480 Quake. Considering Chips and Technology's major Tech knowledge
comes from the laptop world, the i740's DirectDraw performance is also top notch, meeting
Riva 128 or V2200 performance in our MDK PerfTest and Final Reality DirectDraw
Tests.
Game |
Resolution |
FPS |
GL Quake |
512x384 |
47.1 |
GL Quake |
640x480 |
37.6 |
GL Quake 2 |
512x384 |
27.0 |
GL Quake 2 |
640x480 |
24.9 |
GL Quake 2 |
800x600 |
20.1 |
GL Quake 2 |
1024x768 |
12.8 |
But
pump some textured-mapped polygons its way, and the StarFighter works them like there's no
tomorrow. Before all you VooDoo2 Heads get bent out of shape, lets get one thing
clear: The StarFighter will not do 100fps in Quake II. What it does give you is
superb visuals, and it backs up all that prettiness with ample performance.
Attention to visual quality was one of Intel's prime goals with i740, and it's
succeeded--and then some. With it's combination of per-pixel mip-mapping and support
for almost every 3D feature set, including trilinear filtering and edge anti-aliasing, the
StarFighter clocked in a steady 60fps+ at 630x480 in all our Direct3D tests. From Turok to
ForsakenMark, those pixels flew. The StarFighter does take a performance hit when
bumping up the resolution, although 40-odd fps isn't anything to scoff at. Under
Jedi Knight, transparencies showed up clear as crystal, while frame rates wandered from 60
fps at 640x480. We can't stress hard enough just how mad nice D3D titles
appear with the StarFighter --blended, colored lightning and excellent alpha-blending
abound in Forsaken, exhibiting zero errors. Hell, the StarFighter posted
crazy-sexy-cool frame rates under the Final Reality AGP tests--even with 20MB of
texture.
At the
time of testing, the StarFighter's Win95 ICDs were not ready for prime time. So,
Real3D had us use its very own D3D-to-GL wrapper for our Quake testing. Performance
should suck with this hack in place, right? Wrong. Even with this OPEN32.DLL
file in place, the StarFighter easily outgunned Hercules' 8MB Thriller 3D by posting a
cool 37fps in 640x480 GLQuake--faster than the high teens/low twenties VooDoo Rush boards
give. A full-featured ICD for Win95 and MCD for NT4 should be ready by the time you
read this, something ATI has yet to accomplish with its Rage Pro.
MPEG-1
playback is best served at 640x480/16-bit. You can crank as high as 1024x768, but
anything higher results in chop-o-rama frame rates and blocky edges.
Ati's no
longer the only AGP 2x pony in town, and Real 3D's level of visual excellence and
performance--honored in the arcade--shines through in the StarFighter. Look out
World, i740's here. |