Articles: Graphics

Bookmark and Share

Pages: [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 ]

Performance in Gaming Tests

Game Test 1: Return to Proxycon

NB! We have added 3DMark05 scores with the latest drivers from ATI and NVIDIA to a special feature called "Drivers Still Do It All… Bringing ATI to Victory".

3DMark03 presented an action packed shooter scene aboard a space ship. The defending force bravely fought back against an invading force. In 3DMark05 the battle continues. A cargo ship with valuable cargo gets attacked by space pirates. The pirates board the cargo ship with breach pods and superior fire power. This game test shows only a part of the conflict. Please watch the 3DMark05 demo for the whole story.

It should be obvious that this test reflects the 3D performance of shooter games, which many times take place indoors. In this test, the indoor areas are a bit larger, as opposed to the narrow corridors that are typical for first and third person shooters. The larger area allows a larger number of characters fighting in the same room, which is desirable especially in multiplayer games.

  • Most surfaces of the space ship interior are of a metal material doing a Blinn-Phong reflection. The exponent calculations are implemented to use lookups rather than calculating them math1ematically.
  • The numerous lights in the ceiling of the hangar are approximated with a directional light from above. This is generating dynamic shadows using a 2048x2048 resolution depth map. Additionally here are a number of point lights filling the total lighting nicely, but these mostly don’t add shadows to save some system load. The corridor has point lights throwing shadows, using a 512x512x6 cube depth map each, and some are masked and animated as the turning warning light at the end of the corridor. There are all in all 8 light sources in the game test level, two directional and the rest point lights.
Pure Mode

Even though NVIDIA’s UltraShadow technology does not accelerate perspective shadow maps (PSM), NVIDIA’s GeForce 6800-series hardware managed to strongly outperform competing ATI’s RADEON X800-series. While, the difference may not be considered as too significant, based on the numbers NVIDIA produces in Shader Model 2.0 we can attribute its advantage either to more efficient Shader Model 3.0 execution or some tricks with pixel shader precision.

ATI’s RADEON 9800-/9600-/9500-series looks much better compared to the GeForce FX-series, though, NVIDIA’s current mainstream offering – GeForce 6600 GT manages to beat ATI’s RADEON 9800 XT in all resolutions.

Eye Candy Mode

Even though ATI RADEON X800 hardware is known for its perfectly efficient work in our eye candy – full-scene antialiasing 4x and anisotropic filtering 16x – mode, thanks to more efficient shader processing NVIDIA’s GeForce 6800-series maintains its lead in 3DMark05 Game Test 1 test even with extreme load.

Pages: [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 ]


Comments currently: 29
Discussion started: 09/29/04 05:22:30 PM
Latest comment: 08/28/06 09:00:48 AM

View comments

Add your Comment