GeForce 6600 GT Reference Review

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Splinter CellIn our Benchmark suite is the very popular game Splinter Cell. Making a believable world for a spy to play in is quite a daunting tateaser-splintercell.jpgsk, but the levels are varied, filled with appropriate objects, and designed so that you usually dont have to choose between too many paths. It wouldve been great if you couldve 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 weve 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 doesnt 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
5750PCX 18 16 14 12
x600 39 34 27 22
6600GT 64 56 41 35
550/1110 70 61 45 39
16xAF 61 51 37 32
16xAF opt on 60 51 38 33

Let's start off with a small explanation on how to look at the results. These are the results of the graphics card measured on the new Pentium 4 3.6 GHz test system with 1 GB Dual Channel memory, one of the fastest machines available to date. Keep in mind, the higher a graphics card will go in resolution, the harder it'll be for it to render decent framerates.

6600GT is the reference card tested today with no AA or AF enabled, 550/1110 is the card in overclocked status. x600 of course refer to the Radeon x600 we recvently tested (same price class btw) series. When you see things like 8xAF then or 16xAF then we enabled some extra image quality settings like Anisotropic filtering and/or Antialiasing (AA). The only optimization at default enabled is Trilinear filtering, the rest is disabled unless you see the mark 'opt on' where all optimizations will be enabled. We included it here and there to show you the performance benefit of all optimizations enabled, as explained on previous pages.

The numbers (FPS = Frames Per Second)

 

Now what you need to observe is simple, the numbers versus the screen resolution. The higher the better.

The numbers represent what we call FPS, this means Frames per second. The Frames per second is a measured average of a series of test. That test often is a timedemo, a recorded piece of the game which is a 1:1 representation of the actual game. After forcing the same image quality settings this timedemo is then used for all graphics cards so that the actual measuring is as objective as can be for all graphics cards.

If a card reaches >30 FPS then the card is barely able to play the game. With 30 FPS up-to roughly 40 FPS you'll be very able to play the game with perhaps a tiny stutter at certain intensive on the graphics card part. When a graphics card is doing 60 FPS at average then you can rest assure that the game will likely play extremely smooth at every point in the game.

You are always aiming for the highest possible FPS versus the highest resolution versus the highest image quality.
 

Frames per second Gameplay
>25-30 FPS very limited gameplay
30-40 FPS average yet playable
40-60  FPS good gameplay
60> FPS best possible gameplay
 

           

Let's go to a game heavy on the GPU... Far Cry.

image1-splintercell.jpg

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