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NVIDIA GeForce 6600GT and 6600 (NV43): Part 1 - Performance.








Contents

  1. Official specifications
  2. Architecture
  3. Video cards' features
  4. Testbed configurations, benchmarks, 2D quality
  5. Synthetic tests in D3D RightMark
  6. Synthetic tests in 3DMark03: FillRate Multitexturing
  7. Synthetic tests in 3DMark03: Vertex Shaders
  8. Synthetic tests in 3DMark03: Pixel Shaders
  9. Test results: Quake3 ARENA
  10. Test results: Serious Sam: The Second Encounter
  11. Test results: Return to Castle Wolfenstein
  12. Test results: Code Creatures DEMO
  13. Test results: Unreal Tournament 2003
  14. Test results: Unreal II: The Awakening
  15. Test results: RightMark 3D
  16. Test results: TRAOD
  17. Test results: FarCry
  18. Test results: Call Of Duty
  19. Test results: HALO: Combat Evolved
  20. Test results: Half-Life2(beta)
  21. Test results: Splinter Cell
  22. Test results: DOOM III
  23. Test results: 3DMark03 Game1
  24. Test results: 3DMark03 Game2
  25. Test results: 3DMark03 Game3
  26. Test results: 3DMark03 Game4
  27. Test results: 3DMark03 MARKS
  28. Conclusions

Synthetic tests in 3DMark03: Fillrate Multitexturing

GeForce 6600GT vs. OTHER CARDS GeForce 6600GT vs. GeForce 6800/6800GT GeForce 6600









 




On the whole there is nothing to add, this data only confirms the results obtained in RightMark3D.

Synthetic tests in 3DMark03: Vertex Shaders

 
GeForce 6600GT vs. OTHER CARDS GeForce 6600GT vs. GeForce 6800/6800GT GeForce 6600









 




The advantage of 6600GT over 6800/6800GT "emulators" is striking, which only testifies that this test does not register pure performance of vertex shaders – the fill rate also has a strong influence on the results.

Synthetic tests in 3DMark03: Pixel Shaders

 
GeForce 6600GT vs. OTHER CARDS GeForce 6600GT vs. GeForce 6800/6800GT GeForce 6600













No explanation is required here.

Synthetic test conclusions

  1. It's a very effective mainstream solution, especially in modest resolutions and in case of up-to-date applications with complex pixel and vertex shaders.
  2. The main weak point is the memory bandwidth, the two-channel 128-bit controller, and writing results to the frame buffer.
  3. Complete compliance with NV40 in the set of supported features and the architecture of vertex and pixel processors is laudable, there is no need to take into account NV43 peculiarities in programs.
  4. Performance is beyond comparison in its class (so far). This chip looks like a very favorable solution for modern game applications.
  5. Lesser complexity and consumption played their positive role. The clock frequency is higher, the consumption is lower. They will soon play their part in the depreciation of the card.



[ The previous part (2) ]

[ The next part (4) ]



Andrey Vorobiev (anvakams@ixbt.com)
Alexander Medvedev (unclesam@ixbt.com)

07 September, 2004



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