OR="#ffffff">
Quick Navigator
Products
Technologies
Development Tools
AGP Home
* Application Notes
* Design Guide
* White Papers
* Benchmarks
* AGP Building Blocks
* AGP Tutorial
* AGP Demonstration
* AGP Specification, Revision 1.0
* AGP Implementors Forum
Developer Home Contents Search Feedback Support Intel(r)
AGP Demo

See for Yourself how much better 3D Graphics can be with AGP
One of AGP's key benefits is its ability to deliver much more richly detailed textures. The following two screen shots from EIDOS Interactive's Flying Nightmares II* game illustrate the incredible improvement that AGP and the Pentium II processor bring to the PC.

The first scene shows a Harrier jet rendered on a system that does not have AGP. Look closely at the Harrier's paint job, it decals, the beacons on the top deck, and the missles hanging under the wings. They're fuzzy. The details are hard to make out. It's like wearing someone else's glasses. And, things would get worse if we got closer! Its because the system used to render this scene was limited to 220 polygon for the jet. What's more, the texture map for the jet's skin was constrained to be 256 x 256 bits and 16-bit color.

No AGP

Now look at the second screen shot. This time the Harrier has been rendered on a system with a Pentium II processor and AGP. See the dramatic improvement in the jet's details. Decals are now readable. There are all sorts of interesting stuff on the top deck. The missiles actually look menacing. And, overall, the fuzziness has been lifted. The improvement is due to AGP, which allowed the game to use 850 polygons for the jet's body, and 1024x1024-bit texture map for the jet's skin. The difference is astounding.

With AGP

AGP home

* Other brands and names are the property of their respective owners


* Legal Information © 1998 Intel Corporation