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Old Apr 21, 2004, 08:09 AM   #1
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Futuremark's Monthly Media Newsletter, April 2004

ATI CATALYST DRIVERS

Latest Approved WHQL Drivers:
» ATI Catalyst 4.4 Drivers - WinXP
» ATI Catalyst 4.4 Drivers - Win2000
» ATI CatMATROX PARHELIA DRIVERS

Latest Approved WHQL Drivers:
» Matrox 1.04.02.007 Drivers - WinXP
» Matrox 1.04.02.007 Drivers - Win2000

NVIDIA FORCEWARE DRIVERS

Latest Approved WHQL Drivers:
» NVIDIA ForceWare 52.16 Drivers - WinXP
» NVIDIA ForceWare 52.16 Drivers - Win2000

Please note: the 52.16 drivers have 3DMark03 specific optimizations for the Feature Pixel Shader 2.0 test and that specific score is solely comparable between NVIDIA cards. It does not affect the Game Test 4 result though both use PixelShader 2.0.alyst 4.3 Drivers - WinME.

Special Approval: Futuremark has reviewed the ForceWare 60.72 drivers for the GeForce 6800 Series graphics cards at NVIDIA's specific request. We found that the 60.72 drivers used with the GeForce 6800 Series fulfill the optimization guidelines for 3DMark03 Build 340. Please note that the ForceWare 60.72 drivers are approved only for the GeForce 6800 Series graphics cards, and any future approved WHQL drivers will replace the 60.72 non-WHQL drivers.

SIS XABRE DRIVERS

Latest Approved WHQL Drivers:
» SiS Xabre 3.10 Drivers - WinXP
» SiS Xabre 3.10 Drivers - Win2000
» SiS Xabre 3.10 Drivers - WinME

Tested official WHQL Drivers:

» ATI Catalyst 3.9, 3.10, 4.1, 4.2, 4.3, 4.4 Drivers
» Matrox 1.04.02.007 Drivers
» NVIDIA ForceWare 52.16, 53.03, 56.64, 56.72 Drivers
» SiS Xabre 3.10 Drivers
» XGI Volari-Reactor 1.01, 1.02 Drivers

http://www.futuremark.com/community/drivers/?approved

I don't think this first bit of info will come as a big surprise to most of you, but the Next 3DMark will require a fully DirectX 9 compliant graphics card capable of at least PixelShader 2.0. Though 3DMark03 already introduced DX9 shaders, and used them to a certain extent, the Next 3DMark will take the use of shaders to a totally new level.

The second bit of info is that the Next 3DMark will use a new 3D-engine which dynamically builds HLSL shaders. The HLSL shaders are dynamically built and runtime compiled using the most optimal compilation target for the installed hardware. Of course, all compilations produce the same rendering. This is an engine structure that future games will be using. Dynamic shader generation is an efficient way to build large 3D worlds with a wide variety of different materials. Runtime compilation, to a target selected for the installed hardware, is a generic technique to produce the most optimal shaders for all hardware.


:: PCMark04 Patch Soon

Just a small heads-up for you guys - we will be releasing a new patch for PCMark04. The PCMark04 patch will correct the issue with Athlon FX-53 CPU's & the Grammar Test.

More info on the patch will be coming soon.

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