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Asus V3100T Savage3d SGRAM Review - by Louie
April 16, 2000

Benchmarks

Test setup:

Pentium II 500
Abit BE6
128mb PC100 ram
Asus V3100T 8mb SGRAM
Windows 98 SE
Directx 7a

Quake 2

    Resolution Demo1 (Minigl) Crusher (Minigl) Demo1 (ICD)
    640x480 70.2 fps 42.0 fps 56.3 fps
    800x600 44.8 fps 33.3 fps 38.4 fps
    1024x768 27.9 fps 22.5 fps 25.7 fps

Quake III Arena - .cfg files included in PSA Enhanced Savage3d Driver were used
 

    S3 Minigl Fast @ 640x480 38.3 fps
    Fastest @ 640x480 56.9 fps
    Opengl ICD Fast @ 640x480 40.2 fps
    Fastest @ 640x480 50.3 fps

To make a long discussion short, the Savage3d is best used at low resolutions. The reason for this lies in its 64-bit memory interface. With such a handicap, high resolutions become fill-rate limited. This greatly reduces performance at high resolutions. 

During its first months, the Savage3d had very poor or no Opengl drivers. I remember having to resort to using the Opengl driver from the Virge just to try if it could run Glquake. The situation has changed and a real minigl was made for Quake 2. The same does not go with Quake III. As of writing, only the Beta Minigl released some months ago has been the only thing that S3's engineering could give us. Hopes are dim that a fully functional ICD or minigl would ever be released that could support Quake III. The current minigl causes lots of visual tearings and a blue color effect. With the current ICD, lightmap is unplayable due to the black hole effect. This resorts to Vertex lighting using the ICD as the best option.

Even way back during the first months, the Savage3d's D3D has been solid enough. There aren't really many issues regarding D3D with the Savage3d. Just don't forget to use v-sync on since most games give flickering when it's off. 

As for Metal and S3TC, the only way to make full use of this is through Unreal Tournament. I tried playing Orion's Barricade map with four bots with the Timedemo Statistics on. I get an average of forty fps on my test setup. That's pretty good even for an 8mb dinosaur card. I wasn't able to test the high detailed textures, though. But from what I've seen with the Unreal maps of way back, I'm sure they look every bit as good as they do on the Savage4 and Savage2000.

TV-Out

The Savage3d comes with a tv-out connector. I made good use of this a couple of times now. I don't have any complaints other than that the resolution of the CRT has to be the same as the TV. And I was quite annoyed to see that the TV can't get the whole desktop. 

2D

Ever owned an S3 Trio or S3 Virge? If you did then you know exactly how the 2d looks with the Savage3d. I guess S3 didn't bother fixing what's not broken. Unlike some of the Savage4's drivers, there are no missing tails on the fonts.

SoftDVD

Mpeg playback is quite good with this card as with any other Savage card. But it could never replace a decent DVD player however. But with motion compensation, it's better than what the competitors have had. 

Conclusion

The Savage3d never did well with sales or OEM deals. It paved the way for it's younger cousins. If S3's reason for the Savage2000 is that they could give fast performance if they wanted to and the reason for the Savage4 was to prove that they could produce a successful follow-up, I'd say that the purpose of the Savage3d is to show to the world that S3 could make a hell of a great card. It's true that the competition is faster and had more sales, but nothing came close to the Savage3d with its combination of quality and affordability. I have great love for this particular card and I hate to see it become obsolete and abandoned by its makers.


Long Live the Savage3d!

Screen Shots

 

 

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