Bump Mapping, etc
Now let’s take a closer look at the rest results obtained in theoretical 3DMark 2001SE and 3DMark03 tests:
EMBM bump mapping can also hardly be called an advantage of DeltaChrome solution. In this benchmark our hero was the last to arrive, even though it appears not so far behind GeForce FX 5600 Ultra. Maybe it is the not quite optimal textures processing algorithms that matter in this case.
In case of Dot3 the situation turns out even worse: the S3 solution is 1.5 or more times slower. I have to admit that S3 DeltaChrome is not that strong here, too.
Ragtroll test is known to be a combined test loading both: the system CPU as well as the vertex shader unit of the graphics adapter. Since DeltaChrome works at pretty low frequencies and cannot boast highly efficient vertex shader unit, the results turn out quite predictable.
The newcomer has hard times processing sprites. Even ATI Technologies’ graphics solutions, which are usually slower than their competitors from NVIDIA in this test, easily defeat DeltaChrome here. Again this could have been caused by the caching and vertex power problems. In fact, this benchmark tests the fillrate and vertex processors.