ATI RADEON HD 4670 512MB Graphics Card
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Game tests
Testbed
- Intel Core2 Extreme QX9650 (3000 MHz) CPU
- Zotac 790i Ultra motherboard on NVIDIA nForce 790i Ultra
- 2GB DDR3 SDRAM Corsair 2000MHz (CAS (tCL)=5, RAS to CAS delay (tRCD)=5, Row Precharge (tRP)=5, tRAS=15)
- WD Caviar SE WD1600JD 160GB SATA hard drive
- Tagan TG900-BZ 900W PSU
- Windows Vista 32bit SP1, DirectX 10.1
- Dell 3007WFP 30-inch monitor
- ATI CATALYST 8.7; NVIDIA 177.19
- VSync disabled
Benchmarks
- Call Of Juarez (Techland/Ubisoft) -- DirectX 9.0, Shaders 3.0 (HDR), maximum quality settings; demo, batch file included.
- S.T.A.L.K.E.R. 1.003 (GSC Game World/THQ) -- DirectX 9.0, maximum quality settings (dynamic lighting enabled); demo, copy files to the savegames folder, run the game, load level 'ixbt3', and type "demo_play ixbt3" in the console.
- 3DMark Vantage 1.00 (FutureMark) -- DirectX 10.0, Shaders 4.0, multitexturing, 'Extreme' settings.
- CRYSIS 1.2 (Crytek/EA), DirectX 10.0, Shaders 4.0, 'Very High' settings, levels 'Rescue' and 'Harbor'; batch file, e-mail us to obtain the timedemo. We express gratitude to CRYTEK for creating a timedemo for iXBT.com / Digit-Life.
- Company Of Heroes Opposing Fronts (Relic Entertainment/THQ) -- DirectX 10.0, Shaders 4.0, maximum quality settings; batch file, run the game, invoke graphics settings and click the test button.
- World In Conflict 1.007 (Massive Entertainment/Sierra) -- DirectX 10.0, Shaders 4.0, 'Very High' settings with adjusted AA and AF; run the game, invoke graphics settings and click the test button.
- Devil May Cry 4 (CAPCOM) -- DirectX 10.0, 'Super High' settings with adjusted AA and AF; Scene 1 and Scene 4.
S.T.A.L.K.E.R.
Call Of Juarez
World In Conflict
CRYSIS DirectX 10.0 (Very High), RESCUE
CRYSIS DirectX 10.0 (Very High), HARBOR
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Article navigation:
Page 1: Introduction, specifications
Page 2: Architecture, supported technologies
Page 3: Graphics card, cooling
Page 4: Synthetic tests, part 1
Page 5: Synthetic tests, part 2
Page 6: Synthetic tests, part 3
Page 7: Synthetic tests, part 4
Page 8: Synthetic tests, part 5
Page 9: Game tests, part 1
Page 10: Game tests, part 2; conclusions
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