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Skywell
Magic TwinPower Banshee
Posted: 2-20-99
Written by:
Don "Sine"
French

3Dfx took a big risk
when they released a second 2D/3D card. Anyone who witnessed
the "Rush era" (Voodoo Rush was 3Dfx's other
2D/3D chipset) probably remembers constant problems with
patches and compatibility, not to mention flaky 3D and
poor 2D support. Skywell chose the reference 3Dfx Banshee
design for the Magic TwinPower Banshee. Although the Rush
was in many people's eyes, a failure, the Banshee chipset
has been touted as a great 2D/3D solution. But how does
it compare to the rest of the market?
Features
/ Specifications |
The Banshee features
a 3D core identical to the 3Dfx Voodoo2 (without multitexturing)
and the 2D is actually pretty good. The feature set is
more impressive than the aging Voodoo2.. definitely not
enough to make a huge deal about but not too bad for most
users trying to find a decent upgrade.
Banshee 2D Features
-100MHz single-cycle 128-bit Windows GUI
Acceleration
-Full featured 128-bit BitBlt Engine
-Hardware acceleration for Bresenham line draw, 2-edge
polygon fill, scissor-rectangle clippers, and full 256
ROPs
-Source and desination chroma-keying for DirectDraw
-SGRAM color expansion support
-2, 16, 24 and 32 bpp modes
-16 MB 100 MHz SGRAM
-250 MHz RAMDAC
-Optimized for software DVD Acceleration (optional)
Banshee 3D Features
-Full hardware setup
of triangle parameters
-Support for multi-triangle strips and fans
-16-bit integer and floating-point Z-buffering with biasing
-Transparency and chroma-key with dedicated color mask
-Alpha blending on source and destination pixels
-Sub-pixel and sub-texel correction to 0.4x0.4 resolution
-24-bit color dithering to native 16-bit RGB
-Per-pixel atmospheric fog with programmable fog zones
-Polygon edge anti-aliasing
-Perspective correct (true divide-per-pixel) 3D texture
mapping
-True per-pixel, LOD MIP mapping with biasing and clamping
-RGB modulation/addition/blending combines textures and
shaded pixels
-Texture compositing for multi-texture special effects
-Support for 14 texture map formats
-8-bit paletted textures with full bilinear filtering
-Texture compression through narrow-channel YAB format
-100 Mpixel/sec fill rate, 100 Mtexel/sec fill rate, and
3M triangle/sec
-PCI bus 2.1 compliant, 33/66MHz (SW-TGABSP) and AGP x
1 (SW-TGABS)
-Drivers support: DirectX 6 and DirectX 5, MiniGL and
Glide under Microsoft Windows 95 and Windows 98
-Drivers support: Glide and OpenGL ICD under Windows NT
4.0
-Full software compatibility with Voodoo Graphics (tm),
Voodoo2 (tm)
-System requirements:
Windows 95/98/NT
Pentium or Pentium II
CPU
AGP or PCI Slot
16 MB RAM
4X CD-ROM
The Card
The Banshee is essentially
a Voodoo2 missing one texelfx2 chip (meaning no multitexture
support), with 2D, and 16 MB of SGRAM, on the AGP bus.
The biggest complaint that people have about the Banshee
is that even though it supports AGP, it fails to take
advantage of the features that separate AGP from PCI.
Unlike the TNT and most other modern chipsets, the Banshee
completely fails to support AGP 2X, 4X or any extra features.

Click to enlarge
The Banshee seems to
be targeted towards computer users who want good 2D and
enough 3D performance to satisfy the occasional gaming
urge. The 2D performance is good, but not stellar, and
the 3D performance is on the lower end of today's 3D accelerators.
The card supports Direct3D
and OpenGL via the miniport. Full OpenGL support is available,
though only a beta, and doesn't support windowed rendering.
Just like the Rush, the Banshee is victim
to a few problems. For example, Need For Speed III would
not even run until a patch was installed. After installing
the patch, the game had messed up textures and shadows.
Also, the card runs very hot. (even with the heatsink)
I experienced problems with Netscape after installing
the card but that may have been unrelated.
Test system
Celeron 266 @ 400
ABit BX6 mainboard
64 MB PC100 SDRAM
Skywell Magic TwinPower Banshee
Latest 3Dfx reference drivers
Soundblaster 16
Windows 98
Skywell Banshee
(Celeron 266 MHz @ 400 MHz (100x4)
|
640x480 |
800x600 |
1024x768 |
GLQuake demo2 |
69.2 |
46.5 |
29.0 |
Quake II demo1 |
34.1 |
28.0 |
22.1 |
Quake II crusher |
16.7 |
14.9 |
12.2 |
3DMark 99 Lite |
2492 3DMarks |
1994 3DMarks |
N/A |
Quake II (and any game using the
Quake II engine or any game that takes advantage of
a second TMU) will not run as well as other cards because
the lack of multitexturing. Compare the results above
to the Skywell TNT on a P2 450. I know the Celeron @
400 MHz is not the same speed or even close to a P2
450, but this will give you an idea of how a decked
out TNT system compares to a Banshee.
Skywell Magic
TNT (With a Pentium II 450 MHz CPU)
|
640x480 |
800x600 |
1024x768 |
GLQuake demo2 |
101.9 |
68.5 |
44.1 |
Quake II demo1 |
73.0 |
59.2 |
38.4 |
Quake II crusher |
37.8 |
34.5 |
28.1 |
3DMark 99 Lite |
2755 3DMarks |
2123 3DMarks |
N/A |
Skywell Magic
Banshee vs. Skywell Magic TNT
Skywell
Magic Banshee |
Skywell
Magic TNT |
Blue |
Red |
GLQuake demo2 - 640x480
Quake II demo1 - 640x480
Quake II Crusher - 640x480
3DMark 99 Lite - 640x480
|
GLQuake demo2 - 800x600
Quake II demo1 - 800x600
Quake II Crusher - 800x600
3DMark 99 Lite - 800x600
|
GLQuake demo2 - 1024x768
Quake II demo1 - 1024x768
Quake II Crusher - 1024x768
3DMark 99 Lite - 1024x768
|
If you're a light gamer
looking for a card that will suffice for occasional spurts
of games, and you don't have enough money for a TNT, go
for a Banshee. However, if you're looking for all the
performance you can get, and you're willing to spend an
extra $20 or so, go out any buy a Creative Labs Graphics
Blaster TNT. You won't be disappointed. For gamers and
most people in general, the TNT is a much better choice
than a Banshee based card.
[+]
Good
Good 2D performance
Somewhat good 3D performance
Relatively cheap
Addition of Glide to your system
[-]
Bad
TNT has better price/performance ratio
Uses AGP but doesn't take advantage of it
Minor compatibility problems
No bundle
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