Menu
Asus V8460 Ultra Deluxe in the test: The video talent with shutter glasses

Asus V8460 Ultra Deluxe in the test: The video talent with shutter glasses

Serious Sam II D 3D

Serious Sam is already well known from previous graphics card tests. However, since the frame rates there have now also shot up to dizzying heights, despite the very demanding quality settings, we decided to switch to the successor, which also conveniently allows a direct comparison of OpenGL and Direct3D as it supports both after a patch , which we immediately took advantage of.

Everything that was said about Serious Sam also applies here: Sometimes extremely high visibility, very detailed textures and tons of opponents not only put a strain on the graphics card, but also the system's CPU. We tested the demo 'The Grand Cathedral', which is a cooperative multiplayer match in which the players have to deal with a horde of different opponents. We used the benchmarking script '32 Bit HQ ++' from 3DCenter (all 32 Bit Max, 32 BitTextures, etc.).

Serious Sam II v1.07 D3D
  • 1024x768x32:
    • Asus V8460 Ultra Deluxe
      61.9
    • GeForce3
      55,1
    • Asus V8460 Ultra Deluxe 'HQ'
      46.8
    • Radeon8500 LE
      43,5
    • GeForce3 'HQ'
      31,0
    • Radeon8500 LE 'HQ'
      28.7
  • 1280x1024x32:
    • Asus V8460 Ultra Deluxe
      55.4
    • GeForce3
      44,1
    • Radeon8500 LE
      34,3
    • Asus V8460 Ultra Deluxe 'HQ'
      33.0
    • GeForce3 'HQ'
      19.7
    • Radeon8500 LE 'HQ'
      15.2
  • 1600x1200x32:
    • Asus V8460 Ultra Deluxe
      46.7
    • GeForce3
      31,5
    • Radeon8500 LE
      24,5
    • Asus V8460 Ultra Deluxe 'HQ'
      22.5
    • GeForce3 'HQ'
      11.7
    • Radeon8500 LE 'HQ'
      0,0
      not possible with QAA.
GF4TI standard
Radeon8500 HQ

The image quality under Direct3D is very high in terms of anti-aliasing. Due to the very detailed textures, the improved texture aliasing through the Smoothvision supersampling is positively noticeable for the first time in the screenshot, while in other games it partially weakened the effect of the anisotropic filter.

Unfortunately, the AF is a bit of a headache, as it is difficult to decide which variant looks better: The Radeon filters a little in some areas sharper, which the GeForce4 does not bother with the clearly visible MipMap transitions.

Even if 30fps may sound a little tight these days, when everyone is spoiled by 100fps and more in Quake3, it remains Serious Sam 2 is still reasonably playable at this frame rate, so that the Asus V8460ultra DeLuxe can still be used well in 1280x1024 with activated HQ settings. This can only be said of the other two cards without HQ settings, so there is real added value here.

Serious Sam II OGL

The same applies of course as for the Direct3D version also for OpenGL. However, since the engine is originally based on this API, the performance values ​​are a bit higher up.

Serious Sam II v1.07 OGL
  • 1024x768x32:
    • Asus V8460 Ultra Deluxe
      73
    • GeForce3
      65
    • Asus V8460 Ultra Deluxe 'HQ'
      54
    • Radeon8500 LE
      54
    • GeForce3 'HQ'
      37
    • Radeon8500 LE 'HQ “
      36
  • 1280x1024x32:
    • Asus V8460 Ultra Deluxe
      67
    • GeForce3
      50
    • Radeon8500 LE
      41
    • Asus V8460 Ultra Deluxe 'HQ'
      36
    • GeForce3 'HQ'
      24
    • Radeon8500 LE 'HQ'
      19
  • 1600x1200x32:
    • Asus V8460 Ultra Deluxe
      56
    • GeForce3
      36
    • Radeon8500 LE
      28
    • Asus V8460 Ultra Deluxe 'HQ'
      25
    • GeForce3 'HQ'
      16
    • Radeon8500 LE 'HQ'
      0
      I cannot QSV.
GF4TI standard
GF4TI HQ
Radeon8500 HQ

The image quality changes in In this case hardly anything in direct comparison to Direct3D, it remains equally high, but unfortunately, in contrast to the performance, which increases a bit, it is not completely convincing in all cases>

Image errors in SeSam OpenGL
/a>
SeSam2 Direct3D - this time correct

The left picture clearly shows strange spots that can be traced back to errors in the Z-Buffer and that can also be seen in other extensive levels, such as the rear towers in 'The Grand Cathedral', the step pyramid in 'Valley' of the Jaguar 'and in the first level, as you can see on the screenshots. At first we thought it was a driver error, until we noticed that Serious Sam automatically uses a Z-buffer of only 16-bit depth on a GeForce4 despite 32-bit rendering and texture depth, which can result in such inaccuracies in remote visibility checks. So here the fault is not with the driver programmers, but it is annoying nonetheless.

On the next page: Conclusion