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I mentioned above that 4 out of 5 cards have their cores working at 275 MHz.
Our tests and this fact imply that ATI found an excellent way to use the dies
unable to run at 325 MHz. It proves that the prime cost of the whole line is not
so high as we could think early in autumn 2002.
Soft9700
Now we are going to speak about the Soft9700. When we just starting
examining the RADEON 9500 and found out that it was based on the same die
R300, Aleksei Nikolaichuk (AKA Unwinder, developer of the RivaTuner)
and me suspected that the chip was chopped at the software level. The situation
with the memory buses is clear: the RADEON 9700/Pro and 9500 128MB have
256 bits, the 9500 64MB and 9500PRO have 128 bits. But it's was quite vague
about normal 8 pipelines. I also mentioned about the way of using 8 pipelines
on the hardware level by a bit of resoldering.
And now we have found a software way! Aleksei has been working on
it for 3 weeks and has finally found the protection and the way to avoid
it! With the patch for the RivaTuner you can modify one of the files of
the distributive of the drivers and install the drivers from this distributive!
We tested both cards - RADEON 9500 64MB and 9500 128MB, and got a positive
result: the first one was almost the RADEON 9500 PRO, while the other behaved
like RADEON 9700. The results differ from the original ones by a couple
of tenths of FPS, that is why it makes no sense to show them on the diagrams
separately. Note that both R9500 cards can overclock, that is why it's
easy to get even RADEON 9700 PRO! The developer of the RivaTuner promises
to integrate this patch into the next version of the utility so that everyone
can use it.
A bit on connection between the hardware redesigning (resoldering)
and software one. In case of the R300 PCI DeviceID is programmed in the
BIOS. In case of the R9500PRO/R9700(PRO) - both high and low bytes are
programmed, that is why if you flash the BIOS from R9500 into the R9500PRO
the driver will identify the card as R9500 and use only 4 pixel pipelines.
In the R9500 the resistor on the chip forbids programming of the high byte
of PCI DeviceID making impossible to change the ID in the BIOS. But nothing
prevents from forcing ID on the drivers level. That's exactly what we did.
All the other aspects are already covered in the reviews listed above.
Overclocking
For overclocking of the RADEON 9500 PRO we used the modified BIOS with
the protection from changing frequencies was removed. It can be taken at
http://www.rage3d.com. For speeding up the RADEON 9700 PRO we used the
Hercules card with the modernized chip:


With the frame removed the cooler is pressed tightly to the chip and we get
385 MHz instead of 360 MHz (to make it more stable I lowered the frequency to
380 MHz). The memory was running stably at 350 (700) MHz.
All the other cards were overclocked to 325/310 (620) MHz in order to
compare the resultant performance with the RADEON 9700 PRO (it's curious
to set equal frequencies to look at the effect of four additional pipelines
and/or the bus extension to 256bits).
Test system and drivers
Testbed:
-
Pentium 4 based computer (Socket 478):
-
Intel Pentium 4 3066 MHz processor;
-
ASUS P4T533 (i850E, HyperThreading ON);
-
512 MB 32bit RDRAM PC4200;
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Seagate Barracuda IV 40GB;
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Windows XP.
The test system was coupled with ViewSonic P810 (21") and
ViewSonic
P817 (21") monitors.
In the tests we used ATI's drivers 6.255 (DirectX 9.0 used). VSync was
off in the drivers, texture compression was off in the applications. Texture
detail level set to High Quality.
For comparison we used results of the following video cards:
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Albatron Medusa GeForce4 Ti 4600 (300/325 (650) MHz, 128 MB, driver 42.02);
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ABIT Siluro GF4 Ti4200-8x (GeForce4 Ti 4200 with AGP 8x, 250/256 (512)
MHz, 128 MB, driver 42.02);
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Albatron Medusa GeForce4 Ti 4200P Turbo (250/275 (550) MHz, 128 MB, driver
42.02);
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Triplex Millennium Silver GeForce4 Ti 4200 (250/256 (512) MHz, 64 MB, driver
42.02).
Drivers' settings
The DirectX 9 drivers are already released, that is why we can study
operation of the ATI's cards supporting DX9. There are no gaming tests
for this API, that is why we use the old tests but under the DX9.
All the settings of the drivers are described in the reviews given above
(the drivers 6.255 do not differ in this respect).
Test results
Aleksei Nikolaichuk (AKA Unwinder, developer of RivaTuner) helped me modify
operation of the RADEON 9700 by cutting the bus to 128bits (this is actually
the RADEON 9500 PRO). The tests will be given further, and the small difference
between the R9700 128bit and R9500 PRO proves again that the latter has
a 128-bit bus.
Also look at the tests of 4 out of 5 cards running at 325/310 MHz, i.e.
at the frequencies of the RADEON 9700 PRO. The comparison shows that the
memory bus and the crippled core (4 or 8 pipelines) do influence the results.
All the cards except R9700 and R9700PRO were compared with the GeForce4
Ti 4200-8x priced at about $200 for the beginning of 2003 (i.e. the RADEON
9500 64 and 128MB are cheaper). The R9700 and 9700PRO are compared with
the Ti 4600 (in first case the prices are comparable, and in the second
one there is no one to confront with).
In some tests we compared operation of several cards in 16- and 32-bit
colors for estimation of balance.
3D graphics, 3DMark2001 - game tests
3DMark2001, 3DMARKS


These tests give just a general idea. The full analyses can be carried out
only in separate tests.
3DMark2001, Game1 Low details



What can we see? The R9500 64MB falls far behind (except the AA mode), a little
better results of the 128MB R9500 and excellent scores of the R9500 PRO in the
modes with AA and/or anisotropy. The monsters R9700 and R9700PRO fight successfully
against their competitor also in heavy conditions of AA and/or anisotropy.
The R9500PRO lost a lot because of the crippled bus, and it also is
the furthest from the R9500 128MB despite the 256bit bus of the other.
The R9500 64MB (128bit) is the most balanced card, such a bus is quite
enough for its 4 rendering pipelines, except for AA or anisotropy. The
R9700 slows down with the transition from 16 to 32 bits in spite of its
256bit bus, i.e. 8 pipelines working at 275 MHz need a tad faster memory.
3DMark2001, Game2 Low details



Here the R9500 64MB performed better, and although it still loses much without
AA and anisotropy, we must account for the price difference and a brilliant victory
with the AA and anisotropy enabled. The R9500 128MB had it even better.
Comparison of the 16 and 32 bit colors prove what I said above about
good balance of the R9500 64MB compared to the R9700.
3DMark2001, Game3 Low details



Well, the situation is excellent for the whole line.
3DMark2001, Game4



The test which used to be the best test for ATI is now a stumbling block for
the R9500-R9700 line. Probably, NVIDIA optimized operation of its cards so thoroughly
that even the usage of the trumps like AA and/or anisotropy doesn't allow for
the expected effect. Note that here it is the anisotropy that makes the R9500-9700
slow down, while the decrease of the GeForce4 Ti is not as great as before. I
think something's wrong here. Because of a great number of effects this filtering
type can hardly be noticed. That is why it's possible to play some tricks. It's
not a hint, I just have such impression about NVIDIA. As for the speed decrease
of the R9500-R9700 caused by the anisotropy, this test loads the video memory
a lot, and as we know, this type of filtering also loads the memory much in case
of all ATI's cards (the core is less loaded compared to the GeForce). Hence such
drops.
3D graphics, game tests
For estimation of 3D performance in games we used the following tests:
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Return to Castle Wolfenstein (MultiPlayer) (id Software/Activision) - OpenGL,
multitexturing, Checkpoint-demo,
test settings - maximum, S3TC OFF, the configurations can be downloaded
from here
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Serious Sam: The Second Encounter v.1.05 (Croteam/GodGames) - OpenGL, multitexturing,
Grand Cathedral demo, test settings: quality, S3TC OFF
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Quake3 Arena v.1.17 (id Software/Activision) - OpenGL, multitexturing,
Quaver,
all settings - maximum: detailing level - High, texture detailing
level - #4, S3TC OFF, smoothness of curved surfaces
is greatly increased with variables r_subdivisions "1"
è r_lodCurveError "30000" (at default r_lodCurveError is 250!),
the configurations can be downloaded from here
-
Comanche4 Benchmark Demo (NovaLogic) - Direct3D, Shaders, Hardware T&L,
Dot3, cube texturing, highest quality
-
Unreal Tournament 2003 Demo v.1027 (Digital Extreme/Epic Games) - Direct3D,
Vertex Shaders, Hardware T&L, Dot3, cube texturing, default quality,
ANTALUS
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AquaMark 2.3 (Massive Development) is a game that demonstrates operation
of a card in the DirectX 8.1, Shaders, HW T&L.
-
Code Creatures Benchmark Pro (CodeCult) - is a game that demonstrates operation
of a card in the DirectX 8.1, Shaders, HW T&L.
-
RightMark Video Analyzer v.0.4 (Philip
Gerasimov) - DirectX 8.1, Dot3, cube texturing, shadow buffers, vertex
and pixel shaders (1.1, 1.4).
Note that the drivers 6.255 work incorrectly with the mouse pointer in
OpenGL applications causing jerking in games of the RADEON 9500 PRO and
higher. Somehow, it doesn't affect the R9500. It can be cured by disabling
acceleration of the mouse pointer in the display settings (move the acceleration
pointer to the left by 1). It doesn't affect the 3D speed but the mouse
pointer moves a little slower.
Quake3 Arena, Quaver



As always, NVIDIA has its OpenGL drivers optimized for the engine of Quake3,
that is why in this test only the RADEON 9500 PRO is a bright leader.
Serious Sam: The Second Encounter, Grand Cathedral



Here is the evidence of the optimization of the drivers for this game. Look
at the smooth victory of the whole line, even though the settings and scenes are
much tougher than in the Quake3.
Return to Castle Wolfenstein (Multiplayer), Checkpoint



Again the engine of Quake3, and again the GeForce4 Ti comes forward. However,
the test is more dependent on the processor, that is why the ATI's cards suffer
less from the anisotropy. Also remember that exactly in this game the anisotropic
quality of the R9500-9700 falls down markedly, almost to the level of R8500 on
the surfaces of 45 degrees (though now it's 60 degrees).
Comanche4 DEMO



The RADEON 9500 PRO, as well as R9500 128MB have very good scores. 64 MB of
the R9500 let down this card in this test (Comanche4 doesn't like cards with such
memory size though, judging by the graphics, 64 MB are quite enough for all textures
and other things).
Unreal Tournament 2003 DEMO



Well, 4 vertex pipelines of all the cards of the ATI's line boost the performance
greatly!
AquaMark



The ATI's fans must be really happy now. This game uses numerous polygons with
semitransparent textures to create an effect of depth of water. Apparently, the
NVIDIA cards also process these polygons with anisotropy, hence such a dramatic
drop. The ATI's cards are more tricky here, and we do agree: why to do unnecessry
work.
RightMark 3D



This test, which loads the accelerators with work with shaders a lot also shows
that the R9500-9700 have no problems here, the speed of execution of the DirectX
8.1 1.1 shaders is very high. Taking into account that this scene doesn't have
sloping surfaces, and the ATI's anisotropy is implemented by 100%, I'm really
glad the R9500 PRo and higher outdo their rivals at this load.
Code Creatures Benchmark Pro

This test is so tough that it makes no sense to enable AA and anisotropy. So,
the speed is very low. The R9500 loses to its rivals (4 pipelines are obviously
not enough for such complex scenes), and the changes take place starting from
the R9500 PRO. There must be a powerful chip in the first place, and only then
a wide memory band, though we can estimate a 256-bit bus according to the gap
between the R9700 PRO and Ti 4600.
Conclusion
Today we don't touch the quality issues, it will be discussed in the YUAN's
RADEON 9700 PRO review which will soon hit the streets. In the second part
you can take a look at the unique tests for DirectX 9.0 where we will estimate
operation of the shaders 2.0.
-
The RADEON 9500 64MB deserves attention provided that its price is lowered
to $100-110, otherwise its cheaper competitors would press it out (only
the DX9 support might attract users - do remember that the 3DMark2003,
this very popular packet, will arrive very soon)
- RADEON 9500 128MB is a unique card in all aspects; firstly, it's currently
produced only by Sapphire, secondly, it's based on the R9700's PCB and that is
why it has a 256-bit memory bus which often helps a lot in the AA and/or anisotropy
modes to win the battle; thirdly, the card can be modernized
into the normal RADEON 9700 (and even into RADEON 9700 PRO in the overclocking
mode)
-
RADEON 9500 PRO 128MB is the best choice for those who doesn't feel a desire
to mess about modernization and prefers to use the card as is. Or, at least,
overclock it. On the whole, the card outshines the GeForce4 Ti 4200-8x.
-
RADEON 9700 will suit those who want a powerful accelerator at $250-270;
it looks superior compared to the Ti 4600. It will be a good option for
overclockers as well because the BIOS allows lifting frequencies up.
-
RADEON 9700 PRO is still a king today. High-End market, the price is matching.
I would advise that you wait for the GeForce FX to makes things clearer
regarding the speeds, and the prices of the R9700 PRO will probably start
falling down.
-
There is a way to turn RADEON 9500 64MB into RADEON 9500 PRO and RADEON
9500 128MB into RADEON 9700 on the software level!
In summary, I must say that operation of the drivers 6.255 under DirectX
9.0 was flawless but for the situation with the mouse pointer in the OpenGL
when we had to accelerate it. On the whole, the speed of the games and
tests in the DirectX 9.0 didn't fall down. I hope the programmers at ATI
will correct the error as soon as possible.
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