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.
Copyright (c) 1997-2011 Hilbert Hagedoorn, All
Rights Reserved.
-
Legal
disclaimer/notice
The Guru of 3D, Guru3D, the Hardware guru, HardwareGuru and 3D Guru are
the trademark ownership of Hilbert Hagedoorn.