Fill rate
Theoretical fill rate and memory bandwidth peaks don't necessarily dictate real-world performance, but they're a good place to start.

  Core clock (MHz) Pixel pipelines Peak fill rate (Mpixels/s)Texture units per pixel pipeline Peak fill rate (Mtexels/s) Memory clock (MHz) Memory bus width (bits) Peak memory bandwidth (GB/s)
Radeon 960032541300113004001286.4
GeForce FX 560032541300113005001288.0
Radeon 9000 Pro27541100111005501288.8
DeltaChrome S830082400124006001289.6
Radeon 9600 Pro40041600116006001289.6
Radeon 9600 XT50042000120006001289.6
GeForce FX 5200 Ultra325413001130065012810.4
GeForce FX 5600 Ultra400416001160080012812.8
GeForce FX 5700 Ultra475419001190090612814.4
GeForce FX 5900 XT400416002320070025622.4

With eight full pixel pipelines, the DeltaChrome S8 boasts even more theoretical pixel and texel fill rate than ATI's Radeon 9600 XT. However, the S8's 128-bit memory path only yields 9.6GB/sec of bandwidth, which is more comparable to a GeForce FX 5600 or Radeon 9000 Pro.

The S8 definitely delivers on its multi-texturing fill rate promise, but its single-texturing fill rate is considerably lower. In fact, this performance looks eerily similar to what one might expect from a 4 x 2-pipe GPU.

Shader performance
3DMark's synthetic tests will give us our first look at DeltaChrome's pixel and vertex shader performance in DirectX 9.

The S8 can only manage half the Radeon 9600 Pro's performance in 3DMark03's pixel shader 2.0 test. The S8 is more competitive in 3DMark03's vertex shader test, but it still trails the 9600 Pro slightly. Now, let's look at how the DeltaChrome S8 performs in real games.