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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.

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 800x600 1024x768 1280x1024 1600x1200
2.8 GHz PX865PE PROII 78 77 67 58
Athlon 64 3800+ ASUS A8V 98 87 68 58
PX915P/G Pro 3.6 GHz 87 79 64 56
925XECV2 3.46 GHz EE DC 95 87 68 58

First let me start by saying that measuring CPU and mainboard performance normally should be done at the lowest resultion possible. You'll notice that on most sites you'll get the results at 640x480 ect. While that is a very good method to produce static numbers to show performance differences I simple do not believe in them. I want you to look at real world performance, thus we run the system like you would do at home, at normal resolutions and normal settings. So what you need to look at in these results are the tiny differences between the selected platforms. You'll notice that 1024x768 often is different between the platforms and 1600x1200 often closer, the last one is because of the graphics card, it's running at it's maximum and thus bottleneck.

CPU's differ, chipset platforms differ. We try to give you the big picture.

It's really hard to compare graphics cards versus mainboards very well, judging from the results, this platform beats my pride and joy primary 3.6 GHz test-system. It's obvious we are looking at state of the art results here, high-end systems.

All in all, fantastic performance.

Splinter Cell Benchmarks at Guru3D.com

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