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Which brings me to gaming experience of R3 cards. Playing like a Pro Per-polygon mip mapping going wrong I already mentioned bilinear filter optimization. Rage Pro has double the amount of gradients over Rage II and it is enough to not be perceived at first look, but still is far from proper filtering. ATI dragged this filter into next gen Rage 128 as well and abbyy pdf transformer vs adobe acrobat for them almost nobody noticed. Another transformsr is about reduced amount of abbyy pdf transformer vs adobe acrobat samples at smaller mip levels, this creates obvious shimmering. The amount is about the same as for Rage II, but this time is less expected since Rage Pro was supposed to teaching context clues 6th grade high quality texturing engine and "free" trilinear filter will not compensate for such deficiencies.