::: 3D WinBench 2000 ( DirectX 7 Áö¿ø , Direct
3D Test ) |
3D WinBench 2000Àº Direct 3D Å×½ºÆ®¿ë ¼ÒÇÁÆ®¿þ¾î·Î ±× Å×½ºÆ® °á°ú
¿ÀÂ÷°¡ ¸Å¿ì Àû°í, DirectX 7À» Áö¿øÇÏ°í ÀÖ¾î Çϵå¿þ¾î T&L ±â´ÉÀ» Å×½ºÆ®ÇÒ ¼ö ÀÖµµ·Ï ÇÏ°í ÀÖ´Ù.
|
::: 3D Mark 2000 Pro ( DirectX 7 Áö¿ø , Direct
3D Test ) |
3D Mark 2000Àº 3D WinBench 2000°ú ÇÔ²² ³Î¸® ÀÌ¿ëµÇ´Â
Direct 3D Å×½ºÆ®¿ë ¼ÒÇÁÆ®¿þ¾î¶ó ÇÒ ¼ö ÀÖ´Ù. ¶ÇÇÑ 3D Mark 2000 Pro ¿ª½Ã DirectX 7À» Áö¿øÇÏ°í ÀÖ¾î Çϵå¿þ¾î
T&L ±â´ÉÀ» ±â¿øÇÑ´Ù. |
::: Quake 3 Arena ( OpenGL Test
) |
Quake 3 Arena´Â °¡Àå ³Î¸® ¾Ë·ÁÁø OpenGL °ÔÀÓÀ¸·Î Normal,
High Quality ¼Â¾÷ »óÅ¿¡¼ Çػ󵵸¸À» º¯°æÇÏ¿© °¢ Çػ󵵿¡¼ÀÇ Frame RateÀ» ÃøÁ¤ÇÑ´Ù. |
::: Expendable ( DirectX 6.1 Áö¿ø , Direct 3D
Test ) |
ExpendableÀº Direct 3D¿ë °ÔÀÓÀ¸·Î D3D Å×½ºÆ®¿ëÀ¸·Î °¡Àå ³Î¸®
ÀÌ¿ëµÇ´Â °ÔÀÓÀ̶ó ÇÒ ¼ö ÀÖ´Ù. Å×½ºÆ®´Â ´ÙÀ½°ú °°Àº ¼Â¾÷ »óÅ¿¡¼ ÇØ»óµµ¿Í Ä÷¯¼ö¸¸À» º¯°æÇϸç ÁøÇàµÇ¾ú´Ù. Use Hardware
Texture Compression (¡Û) Use Triple Buffering (¡Û) |
::: DMZG ( DirectX 7.0 Áö¿ø , Direct 3D Çϵå¿þ¾î
T&L Test ) |
DMZG¶ó´Â °ÔÀÓÀº ÀϹÝÀûÀ¸·Î ³Î¸® »ç¿ëµÇ°í ÀÖ´Â ´ëÁßÀûÀÎ °ÔÀÓÀº ¾Æ´ÏÁö¸¸, ÃÖÃÊ·Î
¼Ò°³µÈ D3D Çϵå¿þ¾î T&LÀ» Áö¿øÇÏ´Â °ÔÀÓÀ¸·Î À̸¦ À§ÇÑ º¥Ä¡¸¶Å© Å×½ºÆ®¿ëÀ¸·Î ¸¹ÀÌ »ç¿ëµÇ°í ÀÖ´Ù.
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