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Guru3D.com » Review » ForceWare series 6 Driver Performance Comparison » Page 2

ForceWare series 6 Driver Performance Comparison - Page 2 - Splinter Cell Performance

by Hilbert Hagedoorn on: 10/21/2004 07:00 AM [ ] 0 comment(s)

Tweet 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.

In response to the growing use of sophisticated digital encryption to conceal potential threats to the national security of the United States, the NSA (National Security Agency) has ushered forth a new dawn of intelligence-gathering techniques. This top-secret initiative is dubbed Third Echelon. Denied to exist by the U.S. government, Third Echelon deploys elite intelligence-gathering units consisting of a lone field operative supported by a remote team. Like a sliver of glass, a Splinter Cell is small, sharp, and nearly invisible.

You have the right to spy, steal, destroy and assassinate, to ensure that American freedoms are protected. If captured, the U.S. government will disavow any knowledge of your existence.

You are Sam Fisher.

You are a Splinter Cell.

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. Small sidenote, we are not using the standard timedemo's. We made one ourselves that stresses the fillrate of a graphics card and will utilize the CPU very little.

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.

Splinter Cell 1.2b 800x600 1024x768 1280x1024 1600x1200
66.81 86 81 65 55
66.51 86 80 65 55
66.29 86 81 65 55
65.73 87 81 65 56
62.2O 87 80 64 56
61.82 87 80 64 56
61.77 87 80 64 56

It's no secret, the graphics card eats the game alive. Results are driver wise pretty much the same everywhere. you should have no problem running this game with any revision driver. Let's have a look at the results when we enable 8 levels of Anisotropic filtering to see what kind of an effect it has on overall FPS thus performance.

Splinter Cell - 8xAF 800x600 1024x768 1280x1024 1600x1200
66.81 83 76 61 52
66.51 83 76 61 52
66.29 83 76 61 52
65.73 81 72 57 49
62.2O 80 72 57 49
61.82 81 72 57 49
61.77 81 72 57 49

Again we can see very similar performance, however as the drivers hit revision 66.xx we see a small positive difference in performance. Let's move on to something really difficult on the graphics core of the videocard, the game... Far Cry.




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