Demo1.dm2, Demo2.dm2, Crusher.dm2, Massive1.dm2, Unreal
timedemo, Forsaken Nuke.dem, Forsaken Biodome.dem, Mon2.dm2,
etc. What is the difference between all of these benchmarks?
What limitations do these benchmarks expose? Why are Crusher
results always lower than demo1.dm2? How come Mon2.dm2 runs
faster than a Voodoo2 on just about any AGP board? All of these
questions will be answered, in detail with this article. Please
note: This is a somewhat rigorous analysis of benchmarks, and
some elementary calculus is used. I have tried my best to
explain the calculus parts in plain English, but I'm not a math
teacher...    Fill Rate Limited Benchmarks  A fill-rate limited
benchmark is a benchmark which is designed to expose the fill-
rate limit of a certain video card. Fill rate limited benchmarks
generally employ multi-pass rendering techniques (3D accelerator
cycle chewers) and run at very high resolutions. Nearly every
benchmark can be made a fill-rate limited benchmark if run at a
high enough resolution. However