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NVIDIA GeForce 256 Review

TLCMark Benchmarks



So far, most of the benchmarks we've looked at have only partially made use of the GeForce 256's transform and lighting capabilities.  NVIDIA has developed a suite of tests, known at TLCMark, that illustrate the benefits of T&L hardware acceleration.  TLCMark is comprised of the following benchmarks:
  • Sphere Mark - an intensive OpenGL application that is capable of rendering approximately 123,000 triangles per frame.  Sphere Mark contains 64x64 bit textures and defaults to one infinite light source.  Results are expressed in Ball Marks (millions of triangles per second).


  • Tree Mark - also developed in OpenGL, Tree Mark consists of two modes of benchmarking.  Simple mode renders 36,000 triangles per frame and contains 4 real-time light sources (which are constantly moving and their color is constantly changing).  Complex mode renders 129,000 triangles and has 6 light sources.

    The branches are triangle strips stored in vertex arrays and the leaves are individual quads.


  • Boxter Mark - developed using Direct 3D (DirectX 7 is required), Boxter Mark is a model of a Porsche Boxter which contains 97,000 individually rendered triangles per frame.  Two infinite light sources are also added.
The TLCMark benchmarks were run at a resolution of 1024x768 in 16-bit color.  Many of these benchmarks are now available at Dell's web site.

Sphere Mark

Click to enlarge - 337K

Tree Mark - Simple

Click to enlarge - 110K

Tree Mark - Complex

Click to enlarge - 114K

Boxter Mark

Click to enlarge - 94K



TLCMark - 1024x768 16-Bit Color





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Last Updated on December 1, 1999

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