Graphics Cards’ Performance, FSAA + Anisotropic Filtering Mode
We run the same six demos in “eye candy” mode with FSAA 4x and anisotropic filtering 16x (8x for the GeForce FX 5950 Ultra) enabled from the drivers to find out the speed gain Shader Model 3.0 brings to the GeForce 6800-series graphics cards under high workload. Trilinear and anisotropic filtering optimizations were turned on for the GeForce graphics cards in order to match ATI’s High-Quality settings.
Training Level
As previously said, “Training” level features geometry instancing optimizations for grass and trees that are all around the level. Since the demo features loads of plants, graphics processors have to do a tremendous amount of work for antialiasing when enabled.



Note: minimal fps are marked with white numbers on the diagrams, black numbers represent average fps.
Speed improvement the GeForce 6800-series graphics cards got from the Shader Model 3.0 optimizations is not dramatic, but it exists without any image quality degradation. We should point out a rather tremendous minimal fps boost for all GeForce 6800-series chips, which greatly affects overall game-play.
However, geometry instancing did not allow the GeForce 6800 Ultra to conquer the leading position in the “Training” demo – the RADEON X800 XT demonstrated superiority in all resolutions. The RADEON X800 PRO and the RADEON 9800 XT seem to be slightly slower than competing offerings – the GeForce 6800 GT and the GeForce 6800.





