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 ForceWare 71.20 Performance Comparison

 By: Hilbert Hagedoorn | Edited by  | Published: December 13, 2004  

   

Benchmarks at Guru3D.com

Unreal Tournament 2004
Added into our wide benchmark suite is Unreal Tournament 2004. The developers of UT2004 didn't want to split hairs with this game. It is still using the same engine and the majority of gameplay elements will be very familiar to players of the 2003 version. If you hated the first game, you'll probably hate this.

Sorry, but that's how it is. This large-scale, vehicle-focused game concentrates and focuses the action so that 12 players can have as much fun as 32. It includes several different gameplay modes including Onslaught, where each team has a power core that they need to protect. Between the teams' power cores are a number of smaller power nodes scattered across the map. Opposing teams battle their way from node to node in an attempt to make a path to their enemy's power core and destroy it.

Buggies, hovercraft, tanks, trucks, space fighters, air fighters… all feature prominently in Unreal Tournament 2004 and huge maps have been made to accommodate them. Basically what we did was record three timedemo botmatch maps, we run all three on set resolutions with Maximum detail settings enabled and the results then are compiled to an average.

UT2004 800x600 1024x768 1280x1024 1600x1200
71.20 47 47 47 47
66.81 48 48 48 48
66.51 48 48 48 48
66.29 48 48 48 48
65.73 48 48 48 48
62.20 48 48 48 48
61.82 48 48 48 48
61.77 48 48 48 48

We are using a new high quality timedemo, which should bring even these high-end cards to their knees. Unfortunately I am seeing pure CPU limitation here, on all ForceWare drivers. Basically the graphics card is awaiting the luxury of a faster processor. And yes... this test is at taken with a 3.6 GHz processor!

UT2004 - 4xAA 8xAF 800x600 1024x768 1280x1024 1600x1200
71.20 47 47 47 45
66.81 48 47 47 46
66.51 48 48 47 46
66.29 47 47 47 46
65.73 47 47 47 46
62.20 47 47 47 45
61.82 47 47 46 45
61.77 47 47 47 45

The results when we enable 4 levels of AA and 8x AF are not much different. The chart looks a bit weird though, but honestly... you are looking at a 3 frame per second difference between all resolutions. Also again due to CPU limitation.





 

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