GD: We've been told by Matrox representatives that we shouldn't expect to see record-setting frame rates with the current batch of benchmarks (i.e. Quake 3, 3DMark 2001SE, etc). Is there any reason why Matrox didn't try to be the fastest? Kamran/Matrox: "Sure, we think that the argument that a graphics card’s sole worth should be judged on how high a frame rate it can achieve at 1600x1200 resolution is wrong. We have a different vision. Our vision is that people play games to have fun. Maximum fun is achieved when you are totally immersed in the game and the graphics contribute to that by making the experience as close to reality as possible. This means that the perfect graphics solution would be one that delivers smooth frame rates combined with the absolute highest rendering quality. Frame rates alone are a diminishing return. The difference between 20fps and 30fps is very noticeable. The difference between 60fps and 80fps is less noticeable. The difference between 100fps and 100,000fps is virtually unnoticeable (unless you read the frame rate counter). Think about it this way, if all people truly cared about is achieving the absolute highest frame rate, why not run everything at 320x200? Of course, the reason no one runs at 320x200 is that the image quality is far too low to be acceptable. And while it’s true that running at 1600x1200 provides far better image quality, it is actually a very inefficient way to achieve that increase in image quality. Parhelia offers a better solution. It contains unique new technology that delivers the best image quality at great frame rates. Our Fragment Anti-aliasing is the best example of this, and I’ll talk about that more later. Getting unnecessarily high frame rates on today’s titles is also considered important if it is interpreted as an indication of expected performance on future titles that may be more demanding than existing titles. While there is truth to this argument, keep in mind that many of these future titles will make different demands on graphics hardware than the titles of today. For these, the Parhelia integrates a large amount of technology that is sitting idle in many of today's applications: Quad Texturing, Quad DirectX9.0 Vertex Shaders, 5 pixel shader units per pixel pipe, Hardware Displacement Mapping, etc. Not every future application will benefit from all of these features, but many certainly will. But going back to the most important thing - which is the overall fun factor you experience today – I must mention our Surround Gaming feature which - simply put - makes games more fun than any other graphics feature that has been introduced in a long time. You have to experience it to really feel its full impact, but the concept is pretty straightforward. Humans see wider than they see tall. Surround Gaming saturates your entire field of view and dramatically increases your feeling of immersion.