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What's Inside
The Evil KYRO from PowerColor is not your every-day type of 3D accelerator. Utilizing a completely new rendering method called tile-based rendering, we give you the scoop on how it all works and give you an idea of how effective it really is.

Introduction
Tile-Based Rendering Explained
Internal True Color
Mammoth Multi-Texturing
The Evil KYRO
First Impressions
Test Configuration
  3DMark2000 Results
  Quake3 Results
  Unreal Results
  VillageMark Results
Conclusion

Tools
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Printable Version
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Benchmark Results

To help us see the difference in how the KYRO scales in resolution and color depth when compared to the NVIDIA cards, I decided to move away from the usual bar graphs and compiled the following line graph. The numbers in the following graph are the same as the ones found in the bar graphs for 3DMark2000, but the line graph shows us a certain pattern that can be hard to see with the bar graphs...

... and a pattern we do see! Notice how both the GeForce2 MX and GTS dip down when hitting 32-bit rendering and then slide back up when moving onto 16-bit rendering, even if it's a resolution "step" above the former 32-bit mark. Now notice how the KYRO makes a gradual dive as it goes through the different resolutions. In fact, you can even see that the slope of the lines going from 16-bit to 32-bit are ever-so slightly smaller than the lines going from 32-bit to 16-bit. This is an excellent example that clearly shows the Internal True Color rendering at work, a benefit from the KYRO's tile-based rendering.

On to: Quake 3: Arena Results

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