DAMN IT! software HSR can't be activated. everytime I activate it an press OK it automatically disables it. I'm not sure but these drivers are strange. The performance is exactly the same as 1101, the new logo and the HSR and pixel shader options... I dunno what to think of 'em, at least they work flawlessly.
3DMARK2001 PROJECT FILE
PROJECT
Name My Benchmark
Description
Registration Name
Registration Key
3DMark Version 200
DISPLAY
Platform NVIDIA GeForce2 MX/GeForce2 MX-400
CPU Optimization D3D Hardware T&L
Width 1024
Height 768
Depth 32 bit
Z-Buffering 24 bit
Texture Format Compressed
Buffering Double
Refresh Rate Default
FSAA Mode None
OPTIONS
Show Title Screens Yes
Continuous Benchmark No
Benchmark Run Count 1
Demo Sounds Enabled Yes
Continuous Demo No
Game Sound Effects Enabled Yes
Game Music Enabled Yes
Game Detail Level Low
RESULTS
3DMark Score 1783
Game 1 - Car Chase - Low Detail 31.3 fps
Game 1 - Car Chase - High Detail 12.5 fps
Game 2 - Dragothic - Low Detail 27.7 fps
Game 2 - Dragothic - High Detail 12.7 fps
Game 3 - Lobby - Low Detail 32.7 fps
Game 3 - Lobby - High Detail 18.1 fps
Game 4 - Nature Not supported by hardware
Fill Rate (Single-Texturing) 150.6 MTexels/s
Fill Rate (Multi-Texturing) 282.9 MTexels/s
High Polygon Count (1 Light) 12.0 MTriangles/s
High Polygon Count (8 Lights) 2.5 MTriangles/s
Environment Bump Mapping Not supported by hardware
DOT3 Bump Mapping 22.7 fps
Vertex Shader 21.0 fps
Pixel Shader Not supported by hardware
Point Sprites 4.4 MSprites/s
SYSTEM INFO
System Info Version 2.0
Installation ID 0x00000000
OEM ID
CPU INFO
CENTRAL PROCESSING UNITS
Manufacturer Intel
Family Pentium® III
Internal Clock 651MHz
Internal Clock Maximum 651MHz
External Clock 100MHz
Socket Designation SLOT 1
Type unknown
Upgrade Slot 1
Capabilities MMX, CMov, RDTSC, SSE
Version Pentium II
CPUID 0x00000683
CACHES
Level 1
Capacity 32KB
Type Internal
Type Details Synchronous
Error Correction Type unknown
Associativity unknown
Level 2
Capacity 256KB
Type External
Type Details Synchronous
Error Correction Type unknown
Associativity unknown
DIRECTX INFO
DirectX Version 8.0
DIRECTDRAW INFO
DirectDraw Version 4.08.00.0400
DISPLAY DEVICES
Description NVIDIA GeForce2 MX/GeForce2 MX-400
Manufacturer NVIDIA
Name NVIDIA GeForce2 MX/GeForce2 MX-400
Total Local Video Memory 0 bytes
Total Local Texture Memory 0 bytes
Total AGP Memory 0 bytes
Display Driver nvdisp.drv
Display Driver Version 4.13.01.0833
Max Texture Width 2048
Max Texture Height 2048
Max User Clipping Planes 0
Max Active Hardware Lights 8
Max Texture Blending Stages 4
Textures In Single Pass 2
Vertex Shader Version N/A
Pixel Shader Version 0.5
Max Vertex Blend Matrices 0
Max Texture Coordinates 8
Device ID 0x0110
Vendor ID 0x10de
Sub-System ID 0x10481102
Revision 0x00a1
DISPLAY MODES
480x360x16-bit RGB [565]
512x384x16-bit RGB [565]
640x480x16-bit RGB [565]
800x600x16-bit RGB [565]
960x720x16-bit RGB [565]
1024x768x16-bit RGB [565]
1152x864x16-bit RGB [565]
1280x720x16-bit RGB [565]
1280x768x16-bit RGB [565]
1280x960x16-bit RGB [565]
1280x1024x16-bit RGB [565]
1360x768x16-bit RGB [565]
1600x900x16-bit RGB [565]
1600x1024x16-bit RGB [565]
1600x1200x16-bit RGB [565]
480x360x32-bit RGB [888]
512x384x32-bit RGB [888]
640x480x32-bit RGB [888]
800x600x32-bit RGB [888]
960x720x32-bit RGB [888]
1024x768x32-bit RGB [888]
1152x864x32-bit RGB [888]
1280x720x32-bit RGB [888]
1280x768x32-bit RGB [888]
1280x960x32-bit RGB [888]
1280x1024x32-bit RGB [888]
1360x768x32-bit RGB [888]
1600x900x32-bit RGB [888]
1600x1024x32-bit RGB [888]
1600x1200x32-bit RGB [888]
TEXTURE FORMATS
32-bit ARGB [8888]
32-bit RGB [888]
16-bit RGB [565]
16-bit RGB [555]
16-bit ARGB [1555]
16-bit ARGB [4444]
8-bit Indexed()
FourCC [DXT1]
FourCC [DXT2]
FourCC [DXT3]
FourCC [DXT4]
FourCC [DXT5]
3D Capabilities AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Rendering to a Window, Mipmap LOD Bias Adjustment, Projected Textures, Point Primitive Support, Full-Screen Anti-Aliasing, DXT Compressed Textures