We won't go into the "32-bit is better/the same as 16-bit (22-bits)" as regular readers will have gotten used to the debate (which is still raging). But should you need a dose of this argument, then feel free to look at the Viper V770 preview we did in March. Needless to say the TNT2 chipset supports gameplay at 32-bit color depths and is also capable of handling texture sizes up to 2048x2048 as opposed to the Voodoo3's more limited 256x256. If you don't believe us when we say 'more limited' then wait till you try out Quake III: Arena on a Voodoo3 or on a TNT2. There will be a difference visually. Then again, you might not care and just want a Voodoo3 3000 for its speed and cheaper price.
The Winfast 3D S320 II also takes advantage of the fact that TNT2 is able to shift these larger textures with its full support for AGP texturing (the Voodoo3 doesn't support this feature and uses its own proprietary DME). Not only is this the case for AGP 2X but it will also supports AGP 4X and will thus take full advantage of Intel's forthcoming Camino chipset.
Other than the 'by now standard' single pass multi-texturing done by NVIDIA's (or 3dfx's depending on which company you ask) Twin texel 32-bit graphics pipeline, the WinFast 3D S320II is capable of a whole lot more. The TNT2 has a 24-bit Z-buffer with an 8-bit stencil buffer, which enhances scene quality and clarity by creating more special effects while saving the graphics engine unnecessary rendering. For example, the 8-bit stencil buffering can be used for effects such as dissolves and transitions or better still for rendering plain and volumetric shadows, silhouettes et. al. Flight sims. can take full advantage of this effect by improving on the LOD (level of detail) of buildings and other artifacts on the ground below you.