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- The Razer Goliathus Offers a Premium Grade Soft Mat for Gamers
- VIA Launches the Lowest Power x86 Processor and World's Smallest Board
- OCZ Goes Mobile with a New Line of Do-It-Yourself Gaming Notebooks
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- SharkyExtreme.com: Interview with Microsoft's Dan Odell
- SharkyExtreme.com: Interview with ATI's Terry Makedon
- SharkyExtreme.com: Interview with Seagate's Joni Clark
- Half-Life 2 Review
- DOOM 3 Review

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- March Extreme Gaming PC Buyer's Guide
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HARDWARE

  • CPUs

    - AMD Phenom X3 8750 Review
    - Intel Core 2 Duo E8500 Review
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    - AMD 780G Chipset Review

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    - Gigabyte Radeon HD 3870 512MB Review
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    - Gigabyte GeForce 8800 GT 512MB Review
    - PNY XLR8 GeForce 8800 GTS 512MB Review




  • This is a low-resolution screenshot of the 'Speedway' scene, from 3D WinBench 2000.


    'Speedway' (3D WinBench 2000): 320x240.

    A section of the red spaceship is shown at high-resolution (1600x1200x16), 16-bit depth buffer. The spaceship that is rendered by SAVAGE 2000 shows saw-tooth patterns at the joints of the spaceship, where the textured polygons in one plane intersect with textured polygons in another plane. This appears to be a failure to accurately resolve depth values at the intersections. In contrast, the joints of the spaceship are correctly rendered on a GEFORCE, using a 16-bit depth buffer.


    'Speedway' (3D WinBench 2000): SAVAGE 2000, 16-bit Z. 1600x1200x16.


    'Speedway' (3D WinBench 2000): GEFORCE, 16 bit Z. 1600x1200x16.





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