Over-clocking the GeForce256

The Benchmark Results - Descent3 DirectX

Descent is another DX6-game that needs rather little T&L-power of the CPU due to a low depth-complexity and low polygon counts. It's also using multi-texturing a lighting effects, but you cannot switch it to 32 bit color. It also doesn't take advantage of GeForce's T&L.

It appears that in this benchmark we have the CPU as a bottleneck so it makes it tough to draw any solid conclusions. The resolution isn't really high enough to have reached the GeForce fill-rate.

Here we can see that memory bandwidth plays a huge role in performance as the stock DDR board leaps 8 FPS ahead of the stock SDR board. Although upping the core speed helps, the memory performance of SDR is mainly what's holding back the board.