CONTENTS
- 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:
AquaMark3
- Test results:
RightMark 3D
- Test results:
Tomb Raider: Angel of Darkness
- Test results:
Half-Life2 (Beta)
- Test results:
HALO
- Test results:
Unreal II
- Summary on the test results
- 3D quality: anisotropic, bilinear
and trilinear filtering
- 3D quality in general
- Conclusion
3D graphics, game tests
For estimation of the performance in 3D games we used:
-
Return to Castle Wolfenstein (MultiPlayer) (id Software/Activision) - OpenGL,
multitexturing, Checkpoint-demo,
test settings - maximum, S3TC OFF, the configurations can be downloaded
from here
-
Serious Sam: The Second Encounter v.1.05 (Croteam/GodGames) - OpenGL, multitexturing,
Grand Cathedral demo, test settings: quality, S3TC OFF
-
Quake3 Arena v.1.17 (id Software/Activision) - OpenGL, multitexturing,
Quaver,
test settings - maximum: detailing level - High, texture detailing
level - #4, S3TC OFF, smoothness
of curves is much increased through variables r_subdivisions "1"
and r_lodCurveError "30000" (at default r_lodCurveError is
250 !), the configurations can be downloaded from
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) test demonstrates operation of
cards in the 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, three recorded demo. Highest quality, Depth of Fields PS20 off. Test
settings are here.
-
HALO: Combat Evolved (Microsoft) - Direct3D, Vertex/Pixel Shaders 1.1/2.0,
Hardware T&L, highest quality
-
Half-Life2 (Valve/Sierra) - DirectX 9.0, two different recorded demo (ixbt07
and coast).
Tests carried out with anisotropy enabled, and with AA and anisotropy enabled.
If you need the demo benchmarks please email me.
Quake3 Arena, Quaver



Serious Sam: The Second Encounter, Grand Cathedral



Return to Castle Wolfenstein (Multiplayer), Checkpoint



Code Creatures



Unreal Tournament 2003



AquaMark3

RightMark 3D



TR:AoD, paris5_4



Half-Life2 (beta), ixbt0703


HALO


Unreal II



Summary on the test results
Obviously, XGI's card looks very poor! It falls behind even middle-end
FX 5700 Ultra and RADEON 9600 XT, especially in shader applications.
Even without renaming EXE files of the games it's clear that there are
optimizations and cheats for certain applications, since in Splinter Cell
Volari got a second wind and even wins somewhere. However, the rendering
quality... but we will speak a bit later about it.
3D graphics quality
Before we estimate general rendering quality let's see how anisotropy,
bilinear and trilinear filtering affect it.
ANISOTROPIC, TRILINEAR and BILINEAR FILTERING
Quality is estimated in the RightMark3D, in Pixel Filling test.
Remember that Volari supports only 4x degree of the anisotropic filtering.
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