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Chaintech GeForce AA6800 Review |
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| GeForce 6800 Overclocked | ||||||||||||||||||||||||||||||||||||||||||||||||||
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by Josh Walrath |
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Anisotropic Filtering Performance To test this out, I used UT2004 and the 12 bot match on DOM-Suntemple. All settings were at high quality at 1280x1024 resolution..
As you can see, with both
trilinear and aniso optimizations on the 6800, performance is hardly
affected. Though the no AF result is a bit odd, the results with AF
enabled all fall into place. Visual quality between the two were fairly
similar, but the 9800XT held a slight edge. Once I turned off the
trilinear and aniso optimizations for the NV card, output was nearly
identical. UT 2004 and the 12 bot/DOM-Suntemple map were again used. High quality settings were enabled, as well as 8x AF at 1280x1024.
NVIDIA has improved its AA by utilizing a 4x rotated grid setup, and it is now close at that setting to ATI’s. I still slightly prefer ATI’s antialiasing quality over NVIDIA’s, but the gap has closed significantly as compared to the ordered grid sampling that the GeForce FX series featured. Quincunx was not tested, as it provides about the same performance as 2x. ATI still has what is arguably the best looking and best performing high AA setting with 6x. Also, ATI enabled temporal AA on their Radeon series of cards, and this has some significant performance gains in certain situations. 8xs is a mixture of
super-sampling and multi-sampling, and as such it provides a little bit
of both worlds. The super-sampling does enable better filtering on
textures, as well as enabling AA on alpha textures, while the
multi-sampling portion helps speed up the overall process and provide
good line AA. The only unfortunate part to this is that it is a
performance hog. This is a setting best not used in first person
shooters, but rather reserved for 3D strategy games and such where
frames per second are not as significant. NVIDIA has not radically
changed their AA unit since the introduction of the GeForce 4, and as
such is not nearly as efficient or as capable as ATI’s AA unit. As you know, the 6800 is a very
flexible chip, and NVIDIA now allows the user to force many parameters
that they were not allowed to touch before. The three big ones are:
forcing trilinear filtering, trilinear optimizations, and anisotropic
optimizations. Throughout my tests I left the optimizations on, but did
force trilinear. I thought it would be a good idea to see how much of a
performance difference these optimizations make on overall gameplay. With the optimizations set to on, every once in a while I could see where the filtering was slightly off and showed a bit of banding, but it was only in certain areas with walls and the ground at an odd angle. Otherwise the optimizations were not terribly apparent, especially in the middle of gameplay.
There is not a huge change in
overall performance, but with the optimizations disabled I was not able
to see any filtering problems in the game at all. If it were me, I would
run with the optimizations disabled, as performance is not that bad at
all. I did much the same for UT 2004 as I did with Halo. I again utilized the 12 bot/DOM-Suntemple setup.
Disabling the optimizations led
to around a 6% decrease in overall performance. In gameplay the
optimizations did cause some filtering problems, but these were pretty
minimal and the user has to really look out for them. With these
disabled, I saw no filtering problems whatsoever. Again, in terms of
overall performance, most people might want to leave these optimizations
disabled and get the full visual effect. Next: Overclocking and Game Impressions
Copyright 1999-2004 PenStar Systems, LLC. |
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