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 Radeon X800 XL review

 By: Hilbert Hagedoorn Edited by  | Published: January 18, 2005  


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.

Buggies, hovercraft, tanks, trucks, space fighters, air fighters… all feature prominently in Unreal Tournament 2004, and huge maps have been made to accommodate them.

What we customized for Unreal Tournament 2004 was the configuration, which is now set at the highest possible image quality. Next to that we recorded a really ridiculously-intensive-on-the-system time demo. The results then are compiled to an average, which is you average framerate. Again with default settings the framerate on your home machine would be somewhat higher as we go for the best possible settings available.

UT2004 800x600 1024x768 1280x1024 1600x1200
5750PCX 40 38 34 27
x600 39 39 38 33
6600 128 MB 47 47 44 39
6600 256 MB 48 47 45 41
x800XL 4xAA 8xAF 47 47 46 46
6600GT Reference 48 48 47 46
x700 Pro HiS 48 48 47 46
x800XL 48 48 48 47
6800GT 48 48 48 48
x850XT Reference 48 48 48 48

Gnaah... when we recorded this time demo we knew we'd utilize a lot of CPU power, have you ever seen so much CPU limitation in a game?? The timedemo was recorded with quite a number of people simultaneously. Still, that's real-life and most of all real-time performance.

As stated above we are using a new high quality intensive CPU timedemo that will actually limit overall performance. It's not quite representable for how you play at home as your framerate would be substantially higher.

Judging from the results still play a fantastic game of Unreal with all bells and whistles turned on, even in the highest resolution and even with AA and AF enabled. The numbers should be taken with a grain of salt due to the nature of the time-demo, try to focus on the 1600x1200 and how the graphics cards scale. That will get you a better overall picture.

Splinter Cell Benchmarks at Guru3D.com



 


 

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