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Performance in Gaming Benchmarks: Unreal Tournament 2003

When benchmarking the cards in Unreal Tournament, I used 32-bit color depths and maximum graphics quality settings (Texture Detail - Highest, World Detail - Highest, Character Detail - Highest, Physics Detail - High, Character Shadows - ON, Dynamic Lighting - ON, Detail Textures - ON, Projectors - ON, Trilinear Filtering - ON, Decals - ON, Coronas - ON, Decals Stay - High, Foliage - ON, Use Blob Shadows - OFF). 8x anisotropic filtering was not only forced in the drivers but also was turned on by editing the game’s INI-file.

The tests are based on my own demo record on the DM-Inferno level:

As I have already mentioned above, I ran all the tests using FSAA and AF: these are the functions you actually buy cards like that for!

Both cards enjoy a certain performance gain (25-30%) when we use “fast” rather than “quality” AF. The graphics memory bandwidth influences the results in higher resolutions more, so we have a smaller gain there, about 20-25%.

Our extreme overclocking of the EVGA e-GeForce FX 5950 Ultra provides a nice additional performance gain of 15-20%. As a result, this card is the winner in this test, although when working at nominal frequencies it goes neck and neck with the RADEON.

Unreal Tournament 2003 is a rather simple trial for a modern graphics card. Let’s see what we have in games using shader techniques.

Performance in Gaming Benchmarks: Tron 2.0

Tron 2.0 uses DirectX 8 pixel shaders, mostly in “haloes” around the brightest objects in the scene. I chose a script scene on the City Hub level for my testing purposes.

I also pushed all of the game’s graphics quality settings to their maximum. To measure the speed in frames per second, I used the Fraps utility. The scene was played from the beginning to the end in different resolutions; the measurement error, according to my own experience, is no more than 1-2%.

The graphics card from EVGA gives up before RADEON 9800 XT in this test, although the game itself was developed under the NVIDIA’s slogan “The way it’s meant to be played” (i.e. the game is sharpened specifically for NVIDIA’s GPUs). There is no great speed difference between “quality” and “fast” anisotropic filtering modes, as there are no large amounts of “heavy” textures. Unlike Unreal Tournament 2003, it doesn’t require high texturing speed.

As a result, extreme overclocking of the EVGA e-GeForce FX 5950 Ultra provides a heftier bonus than the “faster” AF.

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