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The following graph shows the rather drastic frame to frame fluctuations in polygon counts for 200 frames of 'Quake III Arena'. It is, therefore, a challenge to produce even framerates using AFR in an intense multiplayer first-person-perspective shooter such as 'Quake III Arena'.


Quake III Arena: TRIANGLES FRAME BY FRAME (601-800)

Despite fillrates being comparable to that of the GeForce DDR as illustrated by the composite 16-bit and 32-bit fillrate graph below, the lack of fluidity of movement during gameplay in the MAXX leaves much to be desired.

Note: performance figures are denoted in millions of pixels rendered onscreen per second (framerate x resolution). "Fillrate" is used loosely as it is not quite the same as the actual accelerator fillrate, which is a few times higher if overdraw and multi-pass rendering are taken into consideration. Graphs are plotted showing fillrate (Y-axis) versus onscreen pixels (X-axis). The number of onscreen pixels denotes screen resolution.

Resolution Number of onscreen pixels
640x480 307,200
800x600 480,000
1024x768 786,432
1280x1024 1,310,720
1600x1200 1,920,000







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