Reviewers quickly noted the very slow writes to video memory as the weak spot of the P6 platform, with performance here being as low as 10% of an identically clocked Pentium system in benchmarks such as VIDSPEED. Methods to circumvent this included setting VESA drawing to system memory instead of video memory in games such as "Quake", and later on utilities such as FASTVID emerged, which could double performance in certain games by enabling the write combining features of the CPU. MTRRs are set automatically by Windows video drivers starting from ~1997, and there the improved cache/memory subsystem and FPU performance caused it to outclass the Pentium clock-for-clock in the emerging 3D games of the mid–to–late 1990s, particularly when using NT4. However, its lack of MMX implementation reduces performance in multimedia applications that made use of those instructions.