Ben, I agree 100% with you.
The more benchmarks the better. You can't declare a card's speed unless you truly have several benchmarks.
We've had this discussion about UT (I think it was you and me, perhaps it was BFg and me). I personally think using uT as a D3d benchmark is stupid. It's an engine, not a D3d indicator (by any stretch). It doesn't scale, it was originally designed to be a software rendered, then switched to glide, then had D3d and OGL added as an afterthought.
Yes, it's been improved in d3d and ogl, but nonetheless, to use UT as an indicator of D3D performance is silly.
I feel that way for ALL games. Q3 and MDK2 are NOT the same. The 5500 was quite good at Q3, but had issues with MDK2 until yhou used the wickedGL drivers, in which case it picked up to GTS levels (well, almost!)
the kyro merely shows this to be true again. The more benches the better. Show synthetic benchmarks, show gaming benchmarks, show the SS "theoretical fill rates" section, but show the actual framerates too. The more $hit we show, the better, all-around "worldview" we can get.
for every game, show every damn benchmark possible. If a game has a benchmark, use it. The more the merrier. You can't do too many, it can only provide you with more information.
OGL - MDK2, q3, Q3:TA, UT (with and without the compressed textures), SS
D3d - MBTR, 3dmark2001, 3dmark2000, UT (with and without compressed textures), Evolva
I also happen to believe that there is no such thing as a "standard benchmark", unfortunately. "Same settings" unfortunately doesn't equal "same quality"
examples - S3TC in Q3 (still, tho I notice that issue has been reduced)
"high quality" in Q3 (trilinear???)
5500 benchmarked with lodbias = 0 (should be -0.25, tho that gives the 5500 an advantage in visual quality)
what about anisotropic filtering? Should we compare 8-tap to 16-tap? I don't think so.
what about HW T&L settings, in MDK2 for example? benchmark it both ways. in a game like MDK2, the difference is "neglible", in that there isn't really a big deal one way or the other for visual quality. In a game like Giants or Sacrifice, that obviously isn't the case.
Benchmarking is a PORTION of a review, it should not BE the review. Some level of thought must go into the reivew, in addition to learning how to run a timedemo.