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 AMD Athlon 64 4000+ review

 By: Hilbert Hagedoorn Edited by  | Published: March 21, 2005  


Splinter Cell

First in our benchmark suite is the very popular game Splinter Cell. Making a believable world for a spy to play in is quite a daunting task, but the levels are varied, filled with appropriate objects, and designed so that you usually don’t have to choose between too many paths. It would’ve been great if you could’ve had several points of entrance and that way get a lot more replay-value. Sam and the rest of the characters do look terrific, with high polygon models and both crisp and appropriate looking textures. What really separates Splinter Cell from most recent action games is the use of shadows. Splinter Cell uses the Unreal engine, which we’ve seen in several great looking games the past months, but UbiSoft also added improved lighting. By using real-time cast shadows, lightmaps, etc, this title gives you some of the best looking shadows to date.

Splinter Cell is a DirectX 8/9 title and can handle Pixel Shaders if your card supports it. The downside of this nice piece of software is that it has different modes for different classes of hardware. We designed a configuration that is nearly the same for all graphics cards, however any low-end graphics card that does not support Pixel Shaders will reproduce a slightly different score. Secondly Splinter Cell has two shadowing techniques, Projector and Buffer mode. We force Projector mode in high detail on all graphics cards. Again, graphics cards without shader capabilities will run into a problem as they do not support it. We are talking about GeForce4 MX and earlier models (excluding the GeForce 3 series) only. With that in mind, this software really is an excellent benchmark.Let's take a look at some of the benchmark numbers. Unlike some of the future games Splinter Cell doesn’t use per-pixel lighting, so the framerate should be quite good even for owners of mid-end PCs.

 

Gaming is where the Athlon platform is very strong, the results show that, look at both the 3800+ and 4000+ results in 1024x768. Of course you are also platform dependant (the mainboard chipset), but this gives a good overview.

Return to Castle Wolfenstein

This game is powered with a highly optimized Quake III engine. We tested the graphics card with high detail settings and of course a heavy duty time-demo.

Powered by the Quake III Arena engine, the Wolfenstein universe explodes with the kind of epic environments, A.I., firepower and cinematic effects that only a game created by true masters can deliver. The dark reich's closing in. The time to act is now. Evil prevails when good men do nothing.

A highly decorated Army Ranger recruited into the Office of Secret Actions (OSA) tasked with escaping and then returning to Castle Wolfenstein in an attempt to thwart Heinrich Himmler's occult and genetic experiments. Himmler believes himself to be a reincarnation of a 10th century dark prince, Henry the Fowler, also known as Heinrich. Through genetic engineering and the harnessing of occult powers, Himmler hopes to raise an unstoppable army to level the Allies once and for all.

That being said, RTCW boasts very nice textures, impressive effects and fantastic character models.

RTCW is a CPU limited game, as the graphics card can render much faster then any CPU can handle. Therefore it obviously shows even the tiniest performance increases between CPUs. Of course the Athlon 64 4000+ is on top.



 


 

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