Graphics Cards’ Performance, FSAA + Anisotropic Filtering Mode
As usually, we also present results achieved in the so-called “eye candy” mode with anisotropic filtering 16x (8x for the GeForce FX 5950 Ultra) and full-scene antialiasing 4x activated for premier image quality. Shader Model 3.0 brought pretty moderate performance benefits to the GeForce 6800-series in “eye candy” mode, when we initially tested it, let us now find out whether ATI’s RADEON X800-series can get any substantial assistance out of long pixel shaders as well as geometry instancing.
Training Level
Being pretty much limited by fillrate and pixel shader performance, this level is unlikely to add a lot of speed as a result of geometry instancing as well as long pixel shaders (if there are any here, of course).



Note: minimal fps are marked with white numbers on the diagrams, black numbers represent average fps.
Both RADEON X800 XT and X800 PRO visual processing units very slightly boosted performance as a result of Shader Model 2.0b render-path with full-scene antialiasing and anisotropic filtering enabled.
The RADEON X800 XT continues to lead in terms of performance, just its lead is now even more evident, while the RADEON X800 PRO is still far behind the GeForce 6800 GT. The RADEON X800 XT is much faster than the GeForce FX 5950 Ultra, but appears to be slightly slower than the GeForce 6800.





