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Connect3D Radeon 9700 Pro in the test: performance leap at high resolutions

Connect3D Radeon 9700 Pro in the test: performance leap at high resolutions

Table of contents
  1. 1 Introduction
  2. 2 The card
  3. Scope of delivery
  4. 3 Drivers
  5. 4 Specs and technology
    1. 5 FSAA and AF
  6. 6 Benchmarks
  7. Test system
  8. 7 Synthetic tests
    1. 3DMark2001 SE
    2. 8 3DMark Detail
    3. 9 Villagemark D3D
    4. 10 Villagemark Detail
    5. 11 TempleMark D3D
    6. TempleMark D3D detail
    7. 12 Codecreatures Bench
    8. 13 Codecreatures Detail
    9. 14 Aquamark D3D
    10. 15 Aquamark D3D detail
  9. 16 Game benchmarks
    1. Ultima IX D3D
    2. 17 Ultim a IX D3D Detail
    3. 18 Comanche4 D3D
    4. 19 Comanche4 D3D Detail
    5. 20 Dungeon Siege
    6. 21 Dungeon Siege Detail
    7. 22 Aquanox
    8. 23 Aquanox in detail
    9. 24 Jedi Knight II
    10. 25 Jedi Knight II Detail
    11. 26 Max Payne
    12. 27 Max Payne detail
    13. 28 Serious Sam SE D3D
    14. 29 SeSam SE D3D Detail
    15. 30 Serious Sam SE OGL
    16. 31 SeSam SE OGL Detail
    17. 32 UT2003 Demo FlyBy
    18. UT2003 Demo Botmatch
    19. 33 UT2003 FlyBy Detail
    20. UT2003 Botmatch Detail
    21. 34 Alice
    22. 35 Alice Detail
  10. 36 Conclusion

Aquamark D3D detail

Now we'll see if Bandwidth (FSAA) or fill rate (AF) are really the limiting factor in Aquamark.

Aquamark D3D v2.3 -FSAA
  • 1024x768x32:
    • R9700pro (default)
      73,3
    • R9700pro (2xAA)
      65,5
    • GF4 Ti4600 (default)
      62.7
    • R9700pro (4xAA)
      59.0
    • R9700pro (6xAA)
      48.9
    • GF4 Ti4600 (2xAA)
      44.1
    • GF4 Ti4600 (4xAA)
      27,4
    • GF4 Ti4600 (4xS-AA)
      25.7
  • 1280x1024x32:
    • R9700pro (default)
      61,3
    • R9700pro (2xAA)
      47.7
    • GF4 Ti4600 (default)
      42,9
    • R9700pro (4xAA)
      40.0
    • R9700pro (6xAA)
      32.8
    • GF4 Ti4600 (2xAA)
      29.1
    • GF4 Ti4600 (4xAA)
      17.4
    • GF4 Ti4600 (4xS-AA)
      16,4
  • 1600x1200x32:
    • R9700pro (default)
      45.2
    • R9700pro (2xAA)
      36.9
    • GF4 Ti4600 (default)
      32,4
    • R9700pro(4xAA)
      29.4
    • R9700pro (6xAA)
      24,6
    • GF4 Ti4600 (2xAA)
      21,1
    • GF4 Ti4600 (4xAA)
      12,3
    • GF4 Ti4600 (4xS-AA)
      11.6

Where in the 'normal case' the Radeon9700pro can only take one FSAA level from the GeForce4 with similar performance , there are two here! 6xFSAA on the Radeon beats 2xFSAA of the GeForce4 Ti4600 even in high resolutions, which is clearly due to the 256-bit memory that is twice as wide and the more effective MSAA of the Radeon9700pro.

Aquamark D3D v2. 3 -AF
  • 1024x768x32:
    • R9700pro (default)
      73,3
    • R9700pro (16xAF bilinear)
      66,7
    • R9700pro (2xAF trilinear)
      65,5
    • GF4 Ti4600 (default)
      62 , 7
    • R9700pro (4xAF trilinear)
      59,5
    • R9700pro (8xAF trilinear)
      56,6
    • R9700pro (16xAF trilinear)
      55,4
    • GF4 Ti4600 (2xAF trilinear)
      29 , 5
    • GF4 Ti4600 (4xAF trilinear)
      20.4
    • GF4 Ti4600 (8xAF trilinear)
      15.4
  • 1280x1024x32:
    • R9700pro (default)
      61.3
    • R9700pro (16xAF bilinear)
      48.8
    • R9700pro (2xAFtrilinear)
      46.8
    • GF4 Ti4600 (default)
      42,9
    • R9700pro (4xAF trilinear)
      40.8
    • R9700pro (8xAF trilinear)
      38.5
    • R9700pro (16xAF trilinear)
      37.7
    • GF4 Ti4600 (2xAF trilinear)
      19,4
    • GF4 Ti4600 (4xAF trilinear)
      13,1
    • GF4 Ti4600 (8xAF trilinear)
      9,9
  • 1600x1200x32:
    • R9700pro (default)
      45.2
    • R9700pro (16xAF bilinear)
      35.0
    • R9700pro (2xAF trilinear)
      33,3
    • GF4 Ti4600 (default)
      32.4
    • R9700pro (4xAF trilinear)
      28.9
    • R9700pro (8xAF trilinear)
      27,3
    • R9700pro (16xAF trilinear)
      26,6
    • GF4 Ti4600 (2xAF trilinear)
      14,2
    • GF4 Ti4600 (4xAF trilinear)
      9.5
    • GF4 Ti4600 (8xAF trilinear)
      7,0

The Radeon leaves the GeForce4 just as little chances with anisotropic filtering, but here the picture is more the usual, even if the distance is enormous. Here it takes revenge that nVidia, besides the bug in AF, also subjects all textures, regardless of the angle and texture layer, to anisotropic filtering.

On the next page: Game benchmarks