**********************************************************************
                        AIR WARRIOR III
                Direct 3D Hardware Accelerated Mode
                 3D Development, Team Air Warrior
**********************************************************************

Last Updated:        August 14, 1998

        SECTION   I.    INTRODUCTION
        SECTION  II.    GETTING THINGS SET UP
        SECTION III.    PERFORMANCE IMPROVEMENTS 
        SECTION  IV.    TEST RESULTS


**********************************************************************
SECTION I.      INTRODUCTION
**********************************************************************

This document contains helpful information for the new and experienced
player alike on setting up, playing, and basically getting the most 
from hardware accelerated Air Warrior. We will start by explaining a
little about Air Warrior III's support for 3D hardware acceleration, 
some tricks and settings that are available in the game, and then list
some of the 3D cards and drivers that we have tested here in the 
studios.

The quality of the rendering you see and the performance you get while
flying Air Warrior III with Direct3D will depend on many factors. The
speed of the 3D acceleration hardware in your system, the features and
effects that your 3D card supports, how well the drivers were written,
and even the speed of your computer all play a role in the final look,
feel, and overall experience of the game.

3D HARDWARE:
----------------------------------------------------------------------
The primary factor in your 3D experience is the speed of the 3D
hardware that you have installed in your machine. Remember that not
all 3D accelerators are created equal. Some early chipsets, like many
that come preinstalled on the motherboard of computers, may not even
be usable with Air Warrior III. Some OEMs (Original Equipment
Manufacturers) say their computer "...Comes Complete With Built In 3D
Acceleration!". Unfortunately, many of these early chipsets end up
being hardware "decelerators" in that they are actually slower at
rendering than the host processor running optimized 3D rasterization
(drawing) code. The good news is that there are now some very fast
cards on the market and even if you have an older, slower accelerator,
you can just drop in one of these faster cards and you're in business.

PROCESSOR SPEED
----------------------------------------------------------------------
Another very important factor, as mentioned above, in the resulting
frame rate is the speed of your processor. For example, even the
fastest 3D accelerators may have poor performance running on a Pentium
90, where comparatively slow cards will often do quite well on a
Pentium II 266 or faster computer. It is a common misconception that
the processor speed doesn't matter now that you're using 3D hardware
acceleration. This is far from the truth in practice, however. The
reasons for this are pretty simple--there are a lot of objects and
triangles in a 3D rendered scene, this is a lot of data that the
computer must manipulate before the 3D card even starts drawing.
The objects have to be moved, rotated, sorted, then turned into
triangles, lit, assigned textures, and finally the resulting data is 
sent to the driver which in turn sends the data to the 3D card for 
drawing using the puny 33Mhz PCI bus. All of these things take time 
and can drive a slower processor to its knees.

DIRECTX DRIVERS
----------------------------------------------------------------------
The driver for your 3D card is a small program that takes the data
about the 3D scene from the program and converts it into the format
that the card understands, then it sends that data through the PCI or
AGP bus to the 3D card where the rendering takes place. You should 
check your 3D card manufacturer's web site regularly for driver 
updates. Often newer drivers can increase framerate and add support
for missing functionality and effects in the game.


**********************************************************************
SECTION II.    GETTING THINGS SET UP
**********************************************************************

When you first run Air Warrior III and a 3D card is detected, you will
be asked to select the desired 3D Accelerator. Air Warrior III
recognizes up to 4 such 3D Accelerators in your system at one time.
However, you can only select and fly with one at a time. If you select
a 3D Accelerator as your 3D renderer, a note will appear to the right
of the selector with information about your driver, such as whether it
directly supports DirectX 5.0. You will also notice the section of
the "Advanced" tab on the "User Preferences" dialog called View
Mode Customization. (If you loose the dialog box, right-click
anywhere on the screen and select "Setup..." then "User Preferences"
then select the Advanced tab.) Here you can make changes that
effect the performance as well as what you see while flying.

VIEW MODE CUSTOMIZATION SETTINGS
----------------------------------------------------------------------
The number in the first column of the View Mode Customization section
corresponds to the keys "1" through "5" on the keyboard when in
flight. Pressing one of these keys while flying selects that mode and
changes the detail level to what is selected here in the dialog box.
There are three columns of settings: the first sets the maximum shape
resolution that is used, the second sets the maximum distance that
objects can be seen, the third allows you to selectively enable or
disable specific features or effects. Unless you are getting very
poor performance in the game, you will generally not need to adjust
the first two settings in each row. The Detail Setting, however, can
be very useful for optimizing performance, changing the look and feel
of the game, and for turning off effects that your card doesn't
support properly or you just don't want in the game.

CUSTOM DETAIL SETTINGS
----------------------------------------------------------------------
Air Warrior III sets the Detail Settings to default values that should
work fine most of the time, however, if you want to customize the
settings, click on the drop down menu and select the "Custom" option
and a dialog box will appear. If a 3D accelerator is selected as the
3D Renderer, a 3D Custom Detail Settings dialog will appear with check
boxes for all the effects and settings available in accelerated
flight.

One reason you may want to adjust the view settings is to make things
easier to see. If all the "eye candy" in the game is too much for
you, you may want to disable fog, textures, etc. Another reason
might be if you are getting poor performance with you card, you may
want to disable certain options or effects. One big problem with some
chipsets is texturing, it can be very slow on some cards. If you
find that the frame rate drops from 20fps to 3fps when you have
several textured planes in your sights you know you have one of these
cards. If this happens to you, open the Custom Detail dialog and
uncheck Textured Planes for one or more of the view levels. Then,
when you get into a furball, you can disable plane textures by
selecting that view mode and your frame rate should jump back up.

ADVANCED DIRECT3D SETTINGS
----------------------------------------------------------------------
Under the "Performance" tab in the User Preferences dialog there are
some settings that you may need to adjust if your 3D card is not
drawing correctly. These controls only apply to 3D Hardware 
Accelerators and are only enabled when they apply to the currently
selected renderer.

In the lower section of the dialog there is a control labeled:
"In-Flight Text Labels". This allows you to enable or disable
transparent airfield and waypoint labels. If your card reports
through Direct3D that it supports the proper effects, this will
be enabled. If you find that the text labels during flight are not
readable, you can disable this feature. Also, if it defaults to off,
you can enable the feature, but there is no guarantee that text will
display properly in the game.

The next control, "Force Color-Keying for Animations", is only enabled
when the driver for your 3D card was written for DirectX 3.0a and is
not DirectX 5.0 aware. Differences in the way certain drivers handle
color-keying and alpha-blending in DX3a and DX5 can cause problems
like white squares around smoke trails and explosions. This problem
is usually eliminated when the driver is updated to support DirectX 
5.0 directly.

Basically, checking this option forces Air Warrior III to use color-
keying instead of alpha-blending for textured animations. An 
unfortunate side effect of this is that on a few cards, textured 
shapes like airplanes will become transparent when viewed up close.
So, as a general rule, unless you are seeing white square explosions
and smoke trails, do not check this option. Also, keep in mind that
if your card does not support textures, checking this option will not
help you.

OTHER COOL SETTINGS
----------------------------------------------------------------------
For those of you lucky enough to have fast machines, and even some
that don't, here are a few additional suggestions:

  View Modes Allowed - Set this to "Allow All Modes", this will
                       enable full screen mode.

  View Optimization  - If you have the CD, or have downloaded the
                       high resolution cockpit art (a26____2.art for
                       example for the 1024x768 A-26), you should
                       set this to "Optimize Full Screen Mode".
                       This tells Air Warrior III to use the high
                       resolution art for the full screen view
                       instead of stretching the low resolution art
                       which results in a blocky look. This along
                       with the new full screen dashes and a fast
                       machine make for quite an impressive visual
                       experience. Once you've mastered full screen
                       view, you might never go back!

  View Caching       - If you have lots of memory, say 32MB or more,
                       you should enable "View Caching". When
                       enabled, once you look a certain direction
                       out of the cockpit, cockpit art for that view
                       will be kept in memory instead of being
                       reloaded each time you look that way, this
                       makes looking in different directions much
                       faster. You can allow up to 13 view
                       directions to be cached. If you enable view
                       caching, the first thing you want to do when
                       you get into a plane is look in directions
                       you will want to look while flying. This will
                       load and decompress the art into buffers so the
                       next time you look that direction, the views
                       will change quickly.


**********************************************************************
SECTION III.    PERFORMANCE IMPROVEMENTS 
**********************************************************************

Defragmenting your Virtual Memory Swap File
-------------------------------------------

Because Air Warrior III uses a lot of RAM while you are flying in 3D
hardware accelerated mode, between 32 and 64 MB in some cases, the 
Windows swap file will be used or "hit" periodically in flight. This
can result in pauses or loss of framerate. To lessen this effect
we have found that defragmenting your hard drive and swap file can
help significantly.

For those more computer savvy, the best thing to do is set up a 
partition on your hard drive about 3 times the size of the installed
RAM on your machine. For example, if you have 32MB RAM installed,
create a partition about 96MB in size and set the entire partition 
as the swap file in the Virtual Memory settings. Once this is done
you won't have to touch the swap file again until maybe when you add
more RAM to your system.

If formatting hard drives and creating partitions are not for you,
you can still improve performance by defragmenting your boot drive.
Just follow the steps below. You will need to repeat this procedure
every once in a while since, as you continue to use your computer, 
the hard drive will once again become fragmented.

This is the process for Windows 95, later versions of Windows should
work very similarly.

Getting things ready
--------------------
1.) The first thing you should always do when making changes to your
    system is BACK UP YOUR HARD DRIVE!
2.) After you are sure you have a safe backup of important files, you
    should clean your boot drive(Usually C:) of any excess files like
    internet browser cache files, any TEMP directories, uninstall 
    unused programs, and then empty the trash.

Disable the Windows swap file
-----------------------------
1.) Right-click on My Computer and select Properties, then 
    click on the Performance tab. Click the button at the bottom
    labeled "Virtual Memory...". The Virtual Memory Settings dialog
    should now be displayed on the screen.
2.) Click on "Let me specify my own virtual memory settings" and check
    box at the bottom labeled "Disable virtual memory".
3.) Exit Windows and reboot your computer. Do NOT attempt to run
    any programs at this point until you have finished this process
    and enabled virtual memory again.


Defragment your boot drive(After Reboot)
----------------------------------------
1.) From the Start menu select "Programs->Accessories->System Tools"
    and click on the Disk Defragment option. You can also use a 3rd
    party defragmenting utility if you have one.
2.) Select your boot drive, or for that matter you should select "All
    Hard Drives" as defragmenting is always good, just keep in mind
    that this process takes a while. When this process is finished,
    select exit.

Enable the Windows swap file
----------------------------
1.) Right-click on My Computer and select Properties, then 
    click on the Performance tab. Click the button at the bottom
    labeled "Virtual Memory...". The Virtual Memory Settings dialog
    should now be displayed on the screen.
2.) If you want Windows to configure your Virtual Memory, select that
    option, but keep in mind that you must have at LEAST 100MB of free
    space on that drive or Windows may crash or Air Warrior III may 
    dump you out of flight unexpectedly when it runs out of memory.
    If you want to set the value yourself, set it three times
    the current installed RAM on your machine to play Air Warrior. On
    a machine that has 64MB or more, you can set it less, but no less 
    than 96MB. Be sure to uncheck the "Disable virtual memory" 
    checkbox at the bottom of the dialog box.
3.) Exit Windows and reboot your computer one more time and you're
    done!


**********************************************************************
SECTION IV.      TEST RESULTS
**********************************************************************

THE TESTING ENVIRONMENT
======================================================================
The performance tests where conducted with the online only version of 
Air Warrior III, v3.08 with Hardware Expansion Pack installed on the 
following machine:

    Pentium 233MMX
    32MB RAM
    Windows 95, Build 950B(OSR2)
    DirectX 5.2a
    Dedicated, Defragmented 96MB Swap File on <C:\> Drive

    Test Film: <PERFTEST.CAM> in the <AIRWAR3D\FILM> directory

Rendering settings were left as default except that the default
display mode was set to "Optimize Normal Mode" so that the framerate
and timer are visible by during the playback of the film.


NOTES ON TESTING
======================================================================
In all but one case, we tested only one of the many 3D cards based on
each chipset. We found that performance was almost identical for the
other cards of each type, and since this document is meant to give
comparisons between different chipsets and not whether one 3Dfx card
is better than another, there was no need to list out all the numerous
combinations of cards and drivers. The card that is actually tested
was picked at random and was readily available at the time of testing
and in no way should imply that it is either better or worse than any
of the others using the same chipset.

The one case where we found a significant difference between two cards
using the same chipset was the Diamond Viper V330 and the STB Velocity
128. The differences are described in detail in the RIVA 128 section
of the test results below.

The version of the drivers tested in each case were current at the 
time of testing, but do not necessarily represent the latest or best
driver for that card. You should always check the web site of your 
respective card's manufacturer for updates and use the latest version
available.

READING THE TEST RESULTS
======================================================================
Chipset:     
    The 3D chip that the test card is based on.

Card Tested: 
    The actual 3D card the test results listed were obtained from.

Similar Cards:
    Sometimes this section lists a couple other cards based on the
    same chipset that should have similar performance.

Current Driver:        
    This was the current version of the driver for the test card at
    the time of testing.

Driver Version Tested: 
    If the currently available driver for the test card did was not
    compatible with Air Warrior III or a better driver version was
    available, this was the actual driver version that was tested.

Results of Test Film Playback:
    Lists the instant framerate value displayed in the upper left 
    corner of the film playback screen at 30, 60, and 90 seconds into
    the test film.

Framerate at 0:30: 
    Gives open air framerate. This shows how well the card renders
    with a low polygon count and a few planes in the air. This is
    what you might expect to find in a dogfight.

Framerate at 1:00:
    Gives heavy load framerate. This shows how well the card deals
    with many objects on the screen as well as a few effects. It 
    also shows how well the card renders effects. If alpha blending
    is poor, some or all explosion and smoke trail effects might have
    white squares or black halos around them. A good renderer should
    display smooth textured smoke and fire that is almost photo 
    quality.

Framerate at 1:30:  
    Gives the overload minimum framerate. This gives you an idea of
    the lower limit of the framerate. At this point the PCI bus of
    a Pentium machine is at it's limit and more data is being sent
    to the card than it can process. On Pentium machines this is
    usually in the single digits. On fast Pentium II machines this
    can be in the 10's or 20's or higher, especially with AGP cards.

Load Time First Flight:       
    Time in seconds to load the test film from the time you press
    OK in the load dialog until the film begins playing. Lower values
    are better. This value also gives you some idea of the 
    performance of texturing. A faster load time means fewer and less
    severe freeze frames while textures are swapped out during flight.
Load Time Successive Flights: 
    Time to load the same test film a second or third time. Air
    Warrior III caches some data so this load time is usually much
    less.

Comments:
   Basic subjective comments about the quality of the card's output,
   as well as mention of any issues relating to testing or
   installation of the card.

Known Problems and Issues:
   Any know problems or compatibility issues with the card, or any
   special settings that might improve performance.


DATA
======================================================================

Chipset:     ATI Rage Pro
Card Tested: ATI XPert@Work PCI

Current Driver:        5.0 (MACXW4.DRV #4.10.01.2312) (Broken)
Driver Version Tested: 5.11-C9C (#4.10.01.2330) (Fixes color Problem)

Results of Test Film Playback:
    Framerate at 0:30: 31
    Framerate at 1:00: 13
    Framerate at 1:30:  6

    Load Time First Flight:       20s
    Load Time Successive Flights:  6s

Comments:
With the new "Turbo" drivers, the performance of this card is quite
acceptable. The rendering quality is good and all effects, fog, and
alpha modes are supported. The ATI 5.0 "Turbo" drivers have a bug
that causes the colors to be all messed up. See below for a work-
around.

Known Problems and Issues:
1.) The currently shipping drivers for the ATI Rage Pro have a bug
    related the texture palettes that makes the 3D view render in
    strange colors. If you see this, then you have these drivers.
    ATI has fixed this problem and will release the fix in a future
    driver update. Until then, you can obtain a pre-release version
    of the drivers from Microsoft by following the directions below:
        
        1.) Go to www.microsoft.com/hwtest/hcl/
        2.) Search for "Display Adapter" and "ATI"
        3.) Download the PC97 driver version 5.11-C9C
            filename "A19211.EXE"


----------------------------------------------------------------------
Chipset:     MGA-1164W, Matrox
Card Tested: Matrox Mystique 220

Driver Version Tested: Matrox 3.82 MGAXDD.DRV #4.10.01.3820)
                       Bios v3.20
 
Results of Test Film Playback:
                      FOG OFF  FOG ON
    Framerate at 0:30:  36       30
    Framerate at 1:00:  15       13
    Framerate at 1:30:   7        6

    Load Time First Flight:       20s
    Load Time Successive Flights:  8s

Comments:
Although framerates are acceptable, the lack of hardware support for
alpha blending means no sun flare or glare effects and no texture 
filtering means blocky textures. Blackouts and redouts are stippled,
as is simulated fog if it is turned on. We don't recommend turning
on simulated fog because it doesn't look very realistic, and as shown
above, it adversely affects the framerate. If you do want to try it,
here is how to turn fog on:

1.) Right-click on the desktop and select properties.
2.) Click on the Settings tab.
3.) Click the "PowerDesk..." Button
4.) Check the "Use fogging acceleration" checkbox.
5.) Restart Windows.

Known Problems and Issues:
1.) No alpha blending
2.) No texture filtering
3.) No hardware fog support


----------------------------------------------------------------------
Chipset:     Permedia 2, 3DLabs 
Card Tested: Diamond FireGL 1000 Pro

Similar Cards: Hercules Dynamite 3D/GL
               Creative Labs Graphics Blaster Extreme

Driver Version Tested: Diamond v2348 (GLINT.DRV #4.10.01.2348 )
                       Bios v1.54

Results of Test Film Playback:
    Framerate at 0:30: 38
    Framerate at 1:00: 17
    Framerate at 1:30:  8
  
    Load Time First Flight:       19s
    Load Time Successive Flights:  4s

Comments:
Another fine choice for playing Air Warrior III, good framerates, 
solid texture mapping, and one of the fastest texture load times we've
seen. Another good choice for low end machines. Fog and alpha 
effects are smoothly shaded and realistic.

Known Problems and Issues:
1.) Some players have reported random polys or invisible smoke plumes,
    however we did not see any adverse artifacts during our testing.


----------------------------------------------------------------------
Chipset:     PowerVR PCX-2, NEC
Card Tested: Matrox M3D
       NOTE: Test conducted with an STB Velocity 128 as the 2D Card.

Driver Version Tested: Matrox 1.5 (#4.10.01.0018-4.1.1.5)

Results of Test Film Playback:
    Framerate at 0:30: 27
    Framerate at 1:00: 12
    Framerate at 1:30:  7

    Load Time First Flight:       24s
    Load Time Successive Flights: 11s

Comments:
Although framerate is decent, this chipset lacks hardware support for
the type of fog and alpha blending used by Air Warrior III. The
result is poor effect rendering and sometimes white squares around
explosions and smoke trails. Fog is rendered in software and is 
banded, but it does the job fairly well.

Known Problems and Issues:
1.) No support for the proper alpha modes for effects.
2.) Fog is emulated in the driver.
3.) Effects are sometimes rendered as white squares.


----------------------------------------------------------------------
Chipset:     RIVA 128, NVidia
Card Tested: STB Velocity 128
Card Tested: Diamond Viper V330

Similar Card: Canopus Total3D 128v

Driver Version Tested: Diamond 126P (VPRDRVLE.DRV #4.10.01.0126)

Driver Version Tested: STB 1.80 (STBV128.DRV #4.10.01.0180)

Results of Test Film Playback on STB Velocity 128:
    Framerate at 0:30: 42
    Framerate at 1:00: 18
    Framerate at 1:30:  8

    Load Time First Flight:       26s
    Load Time Successive Flights: 13s

Results of Test Film Playback on Diamond Viper V330:
                     FIRST FLIGHT   SUCCESSIVE FLIGHTS
    Framerate at 0:30:   38                 30
    Framerate at 1:00:   19                 15
    Framerate at 1:30:    7                  7

    Load Time First Flight:       36s
    Load Time Successive Flights: 23s

Comments:
Texture downloads and blits are especially slow on these cards, 
especially the Diamond Viper. Because Air Warrior III uses a 
significant amount of texture and overlay bitmaps, this is a real 
problem resulting in slow load times, freeze frames, and pauses during
flight. Rendering and texturing are decent, but alpha blending 
effects are poor with blocks of pixels showing translucent around 
explosions and smoke where they should be completely transparent. We 
show two cards tested in this case because the performance of the two 
varied significantly.

Known Problems and Issues:
1.) Slow load times, periodic freezes in flight accompanied by disk
    hits while texture data is swapped by the driver.
2.) If you see white squares around small explosions, try using one 
    of several available RIVA 128 registry tweak programs to set the 
    auto "Generated MIP Map Levels" to 0. In some cases this can also
    increase framerate slightly. You should not, however, increase
    the "Texture Memory" setting above 8MB unless you actually see
    increased performance.
3.) In the case of the Diamond Viper V330, the framerate is always
    significantly less on the second flight than on the first flight. 
    This only happened on the Diamond card in our tests and has been 
    reported by players. We are currently looking into the cause of 
    this.


----------------------------------------------------------------------
Chipset:     Ticket to Ride, Number Nine
Card Tested: Number Nine Revolution 3D

Driver Version Tested: Number Nine 1.47P (REV3DP.DRV #1.10.9371)

Results of Test Film Playback:
    Framerate at 0:30: 31
    Framerate at 1:00: 17
    Framerate at 1:30:  9

    Film Load Time First Flight:       20s
    Film Load Time Successive Flights:  5s

Comments:
Although the framerate is acceptable, the rendering quality is quite
poor. The card does not support some of the alpha blending modes 
used by Air Warrior III resulting in sub-par effects. There were
also stray triangles appearing randomly on the scene.

Known Problems and Issues:
1.) Stray triangles drawn over the scene at random points.
2.) Poor handling or no support for various alpha effects.


----------------------------------------------------------------------
Chipset:     Verite' V2100, Rendition 
Card Tested: Diamond Stealth II S220

Driver Version Tested: Diamond 106 (V2KSIILE.DRV #4.10.01.0106)

Results of Test Film Playback:
    Framerate at 0:30: 42
    Framerate at 1:00: 16
    Framerate at 1:30:  8

    Load Time First Flight:       21s
    Load Time Successive Flights:  8s

Comments:
This is an excellent, well-rounded card achieving good framerates.  
Rendering quality is good with solid texture mapping and few, if any, 
visible artifacts. Fog and alpha effects are smoothly shaded and 
realistic.

Known Problems and Issues:
None.


----------------------------------------------------------------------
Chipset:     Verite' V2200, Rendition 
Card Tested: Hercules Thriller 3D

Similar Cards: Genoa V-Raptor 3D
               Jazz Multimedia Outlaw 3D

Driver Version Tested: Hercules 0.81 (VERITE.DRV #4.10.01.3539)
                       Bios Version 1.04.141

Results of Test Film Playback:
    Framerate at 0:30: 44
    Framerate at 1:00: 15
    Framerate at 1:30:  9

    Load Time First Flight:       21s
    Load Time Successive Flights:  7s

Comments:
This is an excellent, well-rounded card achieving good framerates even
on low end machines. Rendering quality is excellent with solid 
texture mapping and few, if any, visible artifacts. Fog and alpha 
effects are smoothly shaded and realistic.

Known Problems and Issues:
None.


----------------------------------------------------------------------
Chipset:     Voodoo Graphics, 3Dfx
Card Tested: Diamond Monster 3D

Similar Cards: Canopus Pure 3D
               Orchid Righteous 3D

Driver Version Tested: Diamond 1.10 (MM3DFX.DRV #4.10.01.0013)

Results of Test Film Playback:
    Framerate at 0:30: 43
    Framerate at 1:00: 18
    Framerate at 1:30:  9

    Load Time First Playback:       18s
    Load Time Successive Playbacks:  6s

Comments:
This is an excellent, well-rounded card achieving good framerates even
on low end machines. Rendering quality good with solid texture 
mapping and few, if any, visible artifacts. Fog and alpha effects are
smoothly shaded and realistic.

Known Problems and Issues:
None.


----------------------------------------------------------------------
Chipset:     Voodoo II, 3Dfx
Card Tested: Diamond Monster 3D II

Similar Cards: Canopus Pure 3D II
               Orchid Righteous 3D II
               STB Blackmagic 3D

Driver Version Tested: Diamond 2.01 (MNSTR2.DRV #4.10.01.0201)

Results of Test Film Playback:
    Framerate at 0:30: 34
    Framerate at 1:00: 16
    Framerate at 1:30:  9

    Load Time First Flight:       20s
    Load Time Successive Flights:  5s

Comments:
Performance is almost identical to that of the original Monster3D on a
Pentium machine, however on Pentium II machine it performs much 
better. Because Air Warrior III is bandwidth limited on faster cards
and not fillrate limited (PCI bus speed is the limiting factor, not
the speed of the card), a second Monster3D II in SLI mode would not 
improve performance significantly, if at all.

Known Problems and Issues:
None.


----------------------------------------------------------------------
Chipset:     Voodoo RUSH, 3Dfx
Card Tested: Intergraph Intense 3D Voodoo

Similar Cards: Hercules Stingray 128/3D
               Jazz Multimedia Adrenaline Rush 3D

Driver Version Tested: Intergraph 2072 (PROMTN.DRV #4.10.01.2072)

Results of Test Film Playback:
    Framerate at 0:30: 33
    Framerate at 1:00: 16
    Framerate at 1:30:  9

    Load Time First Flight:       20s
    Load Time Successive Flights:  6s

Comments:
This is an excellent, well-rounded card achieving good framerates even
on low end machines. Rendering quality good with solid texture 
mapping and few, if any, visible artifacts. Fog and alpha effects are 
smoothly shaded and realistic.

Known Problems and Issues:
1.) Some players report the loss of waypoint lines and crosshair on 
    the overhead map when Enhanced Text Labels are turned on. Turn
    off Enhanced Text Labels in the User Preferences to get them back.
    This is a problem with the current RUSH drivers related to the 
    alpha blending hardware and should be fixed in a future release.


