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Ratings
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| Installation:
10
Bundle Software: 7
Manual/Documentation:
6
Price/Value: 10
Performance: 8
Features: 10
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Other/Notes
Pros: Incredible
video performance, and a drool-inducing list of features.
Bundle includes
Expendable, Simply 3D 3, Picture Publisher 8, PointCast Client,
and the Matrox Software DVD player
Cons: breadth of
control features might be overwhelming for newbies (not really
much of a con, but I had to say SOMETHING). Performance
still slower than TNT2
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Overall: 9.5
"I'm
simply stunned."
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Even
as recently as a couple of years ago, 3d-acceleration was not
for the faint of heart. The plug-and-pray promise of PCI
never really panned out to the level that the marketing
departments hoped, and graphics cards were commonly one of the
tweakiest things to mess with. (I mean, if your sound
card is hosed, you simply get no sound. If your graphics
adapter goes in the drink, you've got a doorstop until you
find at least a cheapo VGA board to use while you diagnose the
problem.)
The
previous generation of 3d-accel cards were fast, no question.
But in all but a few instances they were add-on cards, taking
up an additional slot, necessitating a pass through cable and
extra heat inside your case.
Thankfully
those days are gone for good. The Matrox Millenium
G400 series of
cards have killed them, meanwhile raising the bar for the
entire 3d-acceleration industry in the process. I freely
admit that I'm not a hardware junkie, overclocking components
with a giant motherboard and cooling tower on my desk.
I want the best performance, the lowest price, and utterly
trouble free operation - no problem, right?
I'm
amazed to say that apparently for Matrox, it wasn't.
I've read a lot of literature on the pluses and minuses of the
various cards, and had braced myself for the consequences of
installing a cutting-edge technology: mediocre (or worse)
drivers, spotty compatibility problems, and a generally
"unfinished" feel. Nothing could be further
from my experience with the Matrox Millenium G400 32meg 3D card.
My
former 3d-accelerator was a Creative Labs Voodoo2 8 meg card.
When I bought it, it was the best available but it's beginning
to show its age, as you'll see in the benchmarks.
Installing that was not the easiest project, with frequent
visits to the dreaded Blue Screen of Death (including a novel
blank BSoD with a lighter, almost Prussian blue that I'd never
before seen). The installation of the G400, on the
other hand, was a complete breeze. I'd been a little
concerned, since the Soyo 5EHM motherboard has reportedly had
some AGP teething issues, but I was desperate to free up the 2
precious PCI slots the Voodoo and it's sister 2d card have
been occupying. So I updated my AGP bios, rebooted to
make sure I had no immediate issues with THAT, and pulled the
old cards.
As
an aside, I'd like to propose a corollary to Moore's Law
(where processor capacity doubles every 18 months): every time
you get a new graphics adapter, it will be smaller than the
previous card. Always. Damn, I remember the
ancient Hercules cards. I bet most people don't even
realize WHAT those slots inside their case are for - dinosaur
footprints of the computer age. (If you are too young to
understand what I'm talking about, look in your computer.
Odds are there are slots/rails in the plastic housing behind
the front of your case - these were to support the front edge
of the full-length video cards. Yes, they WERE 18"
long and stretched all the way across the case...man, I feel
old.)
The
Millenium G400 sat into the AGP slot without trouble, and I fired it up,
bracing for strange beeps or worse, nothing at all. But
I was surprised when Win95 found the new device, installed the
drivers, and everything worked. Maybe I'm a total cynic,
but that was unexpected.
I
started playing with the new features and was amazed.
Below, you'll find the list of features from the Matrox
pimp-list (and my explanation of what they really mean for the
user):
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3D
rendering array processor,
advanced AGP support: this is the
processor and technology that makes it handle 3d rendering
so fast.
-
DualHead
bus technology:
means there are two data streams from the processor, not
one. Specifically, you can - without any trouble -
hook up a second monitor, TV-out, or whatever and use it
for mirroring what's going on the main monitor, zooming a
portion of the view (i.e. if you're working on graphics),
or maintaining a distinct screen (in games that have it
enabled). The only example I've seen of this
enabled is MS Flight Sims - you can have all your cockpit
controls on your crummy 14" monitor, and leave every
square inch of your beautiful hi resolution new 20"
monitor on the front window view. More than just a
convenience, this feature would be especially welcome to
strategy gamers who can use this to maximize the game map
viewable on their main monitor, and leave the buttons and
tools on the "other" one. I predict
suddenly it might not be so easy to come by those 12"
monitors currently gathering dust in closets everywhere,
now that they may have a new lease on life.... And lest
you think that the Dualhead imposes a significant penalty
on performance, it's not true. I don't know
exactly how they do it, but I ran one test EMBM scene with
Dualhead and without. The performance
difference? Less than 2% at the WORST.
Wow.
-
Vibrant
Color Quality:
if I understand it correctly, the card actually renders
the colors to theoretical perfection, and then translates
this with extra color passes. Anyway, the net result
is a better rendition of the texture (especially at 32-bit
color depth) the game's artist originally intended you to
see.
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Ultrasharp
DAC:
300MHz (tested) or 360MHz - you know how your monitor is
refreshing at 60, 72, or 85 Hz? Let's just say
your monitor will have a fresh redraw every time it can
accept one (including at unbelievable resolutions like
2048 x 1536 and 32-bit color). Forget screen flicker
in your peripheral vision, or headaches from fuzzy
microtext.
-
Stencil
Buffering:
basically like a 3d-rendering "template",
telling the card to update the pixels in certain fields of
the view, and not others. For example, if you have
increasing fog on the far left, if nothing else changes
the card will only re-render that affected area.
This effectively leverages the performance of the
rendering chips.
-
Environmentally
Mapped Bump Mapping:
one of the neatest and most immediately obvious features,
this has gotten a lot of play in the reviews of the card -
it's justified. Essentially, what the card does is
that it accepts an (invisible) heightmap texture for
everything you can see (it's a grayscale image in which
the shadings of gray tell the computer the height of the
object at that specific point). This is overlaid on
the visible textures, and used for shading. This may
not sound like a big deal, but let's look at a ripple in
water for example. In Quake-engine games (and all
others, AFAIK) if you want to put a ripple on a smooth
water surface, this means you have to actually put a
ripple shaped brush (polygon) into the scene. First,
these are static. They just sit there. Second,
to represent water with hundreds of ripples would be a TON
of work and would add thousands of polygons (making doing
so a functional impossibility, since this would slow the
software's rendering of the scene to one frame per second
or slower). Now with EMBM, it's a texture, NOT
a bunch of polygons - it's rendered on the fly and
textures can move, making it look photo realistic. In
terms of the polygon burden on the processor, there are
still only the minimal quantity of poly's from the flat
water, so it renders very quickly, the G400 taking up the
slack and rendering the ripples with a minimal performance
hit. In practice, it's simply beautiful.
Here's a demo of the technology: example
(RealVideo - many megs) that's out there.

In
case anyone's keeping track, the performance of the G400 was
practically off the charts.
Here's
a chart showing Quake2 performance (as a comparison, showing
performance through the generations of rendering tech from
software, to the Voodoo1, Voodoo2, and the Millenium
G400. It's
almost cruel:

This was the
result of a particularly brutal piece of deliberately bad
level design that I put together specifically to stress the
framerate performance (lots of round columns, lots of broken
non-contiguous sky visible, lots of small brushes breaking up
larger brushes.) Typically playing Quake2 on an average
level, with the Voodoo2, I would get 60-70 fps with
3dNow!-tweaked 3dfx drivers. This was not possible
to test, as there was not a 3dNow-enabled Matrox driver at the
time of the test. (There is now.) FYI 30 fps is
basically commercial quality animation - it's not that simple,
but that's a good yardstick for smooth performance.
Quake2 is
probably the best possible test bed, as it is a mature piece
of 3d code, and has been tested to death by the various
hardware review sites. As you can see, the field keeps
improving, and the rate is increasing as well (53% increase
software to Gen1, 64% Gen1 to Gen2, and a stunning 79% speed
increase at the lowest resolutions for the Generation 3 card
over the Gen2 card). The "0" values show where
those methods were unable to support the tested resolutions.
When you test
the G400 in a more controlled circumstance test, it looks even
better:

This is the
result for both cards using the open bench tests available at
3dbench.com. Measurement is in Frames per Second.

The result?
You can probably figure it out. This is a wa-a-a-y
impressive card. Flawless installation, decent bundle,
unequalled performance, some monster cool additional features,
for under $200? Why are you still sitting there (unless
you've already GOT one, I suppose - heh).
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