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1. Introduction | 2. Benchmarking(1) | 3. Benchmarking(2) | 4. Benchmarking(3) | 5. Image Quality | 6. O/C & Conclusion | |
| ATI 9800 Pro 256 mb review | ||||||||
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1024x768 1280x960 1600x1200 (click all for larger size) Comparing the results above with the Hercules card show that the performance between the two is very close. Like the 3Dmark 2001 results the performance increases are very similar the performance difference at varies from 1% to 3% in this benchmark.
Codecult, a Phenomedia Group company, announced the release of a new 3D graphics benchmark based on their CodeCreatures 3D engine. The game development system was recently presented at the Game Developers Conference in San Jose, California. Broad acceptance among renowned developers has sparked Codecult to release this benchmark. The Codecreatures benchmark
is written with Microsoft's DirectX 8.1 API and incorporates the use
of Vertex and PixelShaders popular on next generation 3D accelerators.
The benchmark plays a photo-realistic nature scene and calculates the
performance of the graphics adapter by measuring the fps that it can
display at 1024x768, 1280x1024 and 1600x1200 resolutions. The score
is a geometric mean of those three resolutions called the Codecreatures
number. At standard settings (1024x768 and no AA or AF) the 9800 pro shows the following results. To give you an idea of relative performance an FX 5600 scores around 25fps with a Radeon 9700 scoring in the high 30’s. (1024x768 0xAA 0xAF) 1024x768 0xAA 0xAF (256 mb)
1024x768 0xAA 0xAF (128 mb)
1280x960 4xAA 16xAF (256 mb)
1280x960 4xAA 16xAF (128 mb)
1600x1200 4xAA 16xAF (256 mb)
1600x1200 4xAA 16xAF (128 mb)
Codecreatures benchmark provides a very intensive scene for the cards and the extra 128mb on the ATI card really helps the 256mb 9800 Pro in this test. From a difference of 0.2fps (0.4%) in the average fps at 1024x768 0xAA 0xAF the difference increases to 3.1fps (16%) at 1280x960 4xAA 16xAF and then further to 3.6fps (25%) at 1600x1200 4xAA 16xAF. In future games that use shaders in the same way as this engine the extra performance at higher resolutions will enhance the end user experience greatly. Next: Benchmarking
in Unreal Tournament 2003
1. Introduction | 2. Benchmarking(1) | 3. Benchmarking(2) | 4. Benchmarking(3) | 5. Image Quality | 6. O/C & Conclusion | |
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