Sharky heeft een in-depth artikel geplaatst over de ATi Radeon. Er wordt uitgebreid ingegaan op de features van de Radeon, en daarbij wordt ook vaak vergeleken met de (hoe kan het ook anders ) GeForce2 GTS. Conclusie is dat de Radeon met behulp van DirectX 8 en wat gesleutel aan de drivers een zeer waardig alternatief kan worden voor de duurdere GeForce2 kaarten:
A lossless, variable length Z-buffer compression is employed. The external Z-buffer is divided into 8-pixel or 64-pixel blocks. Each block may be compressed to between one half and one quarter of original size. When needed, one or more blocks are decompressed into the internal Z-buffer. Because a portion of decompressed Z values may be redundant, bandwidth savings do not attain the maximum compression ratios.
[...] Radeon's advancements over GeForce2 include three-texture multi-texturing, more comprehensive animation acceleration (i.e. four-matrix skinning and two-stream vertex blending) and 3D texture mapping. Of the three advancements, three-texture multi-texturing has been put to use in four-sample FSAA and, perhaps, anisotropic texture filtering. FSAA implementation can be further improved by providing additional FSAA modes with quality enhancements. For example, an option for true four-sample OG FSAA in OpenGL, in addition to the current one-pass method, could be included. As for anisotropic texture filtering, the algorithm for selecting a mip-map level needs to be corrected. Currently, the third texturing unit is not made use of even if an application requires more than two textures.
Bedankt yam'ha voor de tip.