Battle of
ATI RADEON X800 XT and NVIDIA GeForce 6800 Ultra
- Fragment Two:
450 MHz NV40 and New Tests of Both Cards
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CONTENTS
- Introduction
- Features of the videocards
- Configurations of testbeds, test tools
- Synthetic tests in D3D RightMark
- Test results: Quake3 ARENA
- Test results: Serious Sam: The Second Encounter
- Test results: Return to Castle Wolfenstein
- Test results: Code Creatures DEMO
- Test results: Unreal Tournament 2003
- Test results: Unreal II: The Awakening
- Test results: RightMark 3D
- Test results: TRAOD
- Test results: FarCry (performance and quality)
- Test results: Call Of Duty
- Test results: HALO: Combat Evolved
- Test results: Half-Life2(beta)
- Test results: Splinter Cell
- Test results: Colin Mcrae Rally04 (performance and quality)
- Test results: Max Payne-2 (performance and quality)
- Test results: Painkiller (performance and quality)
- Test results: Need For Speed: Underground (performance and quality)
- Test results: Pirates of the Carribean (quality)
- Test results: Vietcong (quality)
- Test results: 3DMark03-Game1
- Test results: 3DMark03-Game2
- Test results: 3DMark03-Game3
- Test results: 3DMark03-Game4
- Test results: 3DMark03-MARKS
- Test results: AquaMark3
- Driver NVIDIA version 61.11
- Conclusions
Test results: performance (and sometimes quality)
Note that all the readings of the game tests were taken on an Athlon64-based PC.
We used the followign tools:
- Return to Castle Wolfenstein (MultiPlayer) (id Software/Activision) OpenGL, multitexturing, ixbt0703-demo, test settings are all maximal, S3TC OFF,
the configurations can be downloaded here
- Serious Sam: The Second Encounter v.1.05 (Croteam/GodGames) OpenGL, multi, ixbt0703-demo, test settings: quality, S3TC OFF
- Quake3 Arena v.1.17 (id Software/Activision) OpenGL, multitexturing,
ixbt0703-demo, test settings are all maximal: detalisation level
High, texture detalisation level #4, S3TC OFF, uneven surfaces were made much smoother with the help of variables r_subdivisions «1» and r_lodCurveError «30000» (not that r_lodCurveError «250» is set by default),
the configurations can be downloaded here
- Unreal Tournament 2003 v.2225 (Digital Extreme/Epic Games) Direct3D, Vertex Shaders,
Hardware T&L, Dot3, cube texturing, default quality
- Code Creatures Benchmark Pro (CodeCult) game test that demonstrates the board's capabilities in DirectX 8.1, Shaders, HW T&L
- Unreal II: The Awakening (Legend Ent./Epic Games) Direct3D, Vertex Shaders,
Hardware T&L, Dot3, cube texturing, default quality
- RightMark 3D v.0.4 (one of the game scenes) DirectX 8.1,
Dot3, cube texturing, shadow buffers, vertex and pixel shaders (1.1, 1.4)
- Tomb Raider: Angel of Darkness v.49 (Core Design/Eldos Software) DirectX 9.0, Paris5_4
demo. Testing was carried out at the maximal quality with only Depth of Fields PS20 disabled
- HALO: Combat Evolved (Microsoft) Direct3D, Vertex/Pixel Shaders 1.1/2.0,
Hardware T&L, maximal quality
- Half-Life2 (Valve/Sierra) DirectX 9.0,
demo (ixbt07.
Testing was carried out with anisotropic filtering enabled, and also in the heavy mode (AA, anisotropy)
- Tom Clancy's Splinter Cell v.1.2b (UbiSoft) Direct3D, Vertex/Pixel Shaders 1.1/2.0,
Hardware T&L, maximal quality (Very High); demo 1_1_2_Tbilisi
- Call of Duty (MultiPlayer) (Infinity Ward/Activision) OpenGL, multitexturing, ixbt0104demo,
test settings are all maximal, S3TC ON
- Fac Cry v.1.1 (Crytek/UbiSoft), DirectX 9.0, multitexturing,
demo01 (start with the -DEVMODE option), test settings are all Very High
- Colin McRay Rally04 (Codemasters) DirectX 9.0, multitexturing,
test settings are all maximal (FRAPS utility was used)
- Max Payne-2 (Remedy/Rockstar Games) DirectX 8.1, multitexturing,
test settings are all maximal (FRAPS utility was used)
- Need For Speed: Underground (Electronic Arts) DirectX 8.1, multitexturing,
test settings are all maximal (FRAPS utility was used)
- Painkiller (People Can Fly/Dreamcatcher) DirectX 9.0, multitexturing,
test settings are all maximal (FRAPS utility was used)
- 3DMark03 v.3.40 (FutureMark) DirectX 9.0, multitexturing,
test settings are all maximal
- AquaMark3 (Massive Development) DirectX 9.0, multitexturing,
test settings are all maximal
If you want to get demo benchmarks, send me an e-mail.
Considering the power of modern accelerators, I decided to exclude modes with either AA or AF. Thus, only a pure mode and the one with a full AA+AF load are represented here.
Quake3 Arena
The lightest mode (no AA or anisotropy): R420 loses to its rival (we've seen it before)
The heaviest mode (both AA and anisotropy): the same thing
Thus:
- NVIDIA GeForce 6800 Ultra 450MHz vs. ATI RADEON X800 XT: the former wins.
- NVIDIA version 61.11 vs. 60.72: no differences.
Serious Sam: The Second Encounter
The lightest mode (no AA or anisotropy): NV40 hammers its rival
The heaviest mode (both AA and anisotropy): the same thing
Thus:
- NVIDIA GeForce 6800 Ultra 450MHz vs. ATI RADEON X800 XT: the former wins.
- NVIDIA version 61.11 vs. 60.72: no differences.
Return to Castle Wolfenstein (Multiplayer)
The lightest mode (no AA or anisotropy): NV40 (OpenGL!) has a slim victory
The heaviest mode (both AA and anisotropy): a similar thing, only a more solid victory
Thus:
- NVIDIA GeForce 6800 Ultra 450MHz vs. ATI RADEON X800 XT: the former wins.
- NVIDIA version 61.11 vs. 60.72: no differences.
Code Creatures
The lightest mode (no AA or anisotropy): a sort of a parity (in the case of 400 MHz NV40),
a slim victory of the 450MHz card.
The heaviest mode (both AA and anisotropy): a clear-cut victory of X800 XT, even 450 MHz can't save NV40.
Thus:
- NVIDIA GeForce 6800 Ultra 450MHz vs. ATI RADEON X800 XT: the latter wins (taking into account heavy modes)
- NVIDIA version 61.11 vs. 60.72: no changes.
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