NVIDIA nForce 590 + AMD FX-62

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Before we start off with our game benchmarks first this:

We will start of with a series of CPU limited games. I have been shouting my lungs out for a while now, we need faster CPU's to test this properly .. and today finally we can.

In a later part of this article we'll briefly have a look at SLi performance compared to the previous high-end gaming rig which to date we still use.

In the game benchmarks we'll primarily focus on my personal high-end NF4 based FX-57 2 GIG system And compare that towards today's system with two processors (4000+ & FX-62) AND the results of these processors overclocked as that's where the nForce 590 mainboard is aimed at.

Enjoy

Doom 3

At the 2002 E3 exhibit ID Software showed of DOOM 3. Days after that the world was shocked as somehow that demo got leaked onto the Internet. It's now 2004 and the game has finally been released! The breathtaking realism of the Doom III engine basically depends on two features; a realistic physics engine and a unified lighting scheme that incorporates detailed bump-mapping and volumetric shadows. Hardware older than GeForce 4/3 lack the flexibility and power to run Doom 3 with detailed features at an acceptable frame-rate. The engine is once again written in OpenGL.

DOOM 3 sports a brand spanking new game engine that's a marvel to see. The amount of special effects that master programmer John Carmack has whipped up show us environments that we've heard about but have never seen before. ID has made an engine that specializes around the type of game they made: dark, scary, and intense. The game takes place on a base on Mars in the year 2145. The environments will give you a feeling of claustrophobia, which is only heightened by the game's dark atmosphere. Every light in the game is cast by some actual light source somewhere. If there's no lights on in the room, you'll see literally nothing and will need to turn on a flashlight. Shoot out a light in the middle of a battle, and you'll need to fight blindly. Sometimes, graphics do truly contribute to atmosphere as well as gameplay and with DOOM 3 it's obvious that id understands this better than most game developers.

In a weird way it's almost impossible to fully describe what the game looks like, but needless to say its well beyond anything to date. Multi colored per-pixel lighting on bump-mapped surfaces. Each and every object in the game, including the teeth of the monsters you fight cast dynamic shadows, but not the jagged kind you mayve seen in other recent games. The shadows are done using Carmacks own algorithm. Im sure many of you have upgraded specifically for this game, but it appears as though the video card is by far the most important piece of hardware needed. With a Geforce 6800 Ultra you can run the game at insane resolutions with huge amounts of detail (something I thoroughly enjoyed), but even at the lowest resolution with the lowest amount of detail it looks jawbreaking.

Will you please look at the difference in 1024x768 (10x7) between my high-end 2000 USD videocard graphics rig and the new system based on the nForce 590 SLI based  FX062 ? Dang .. that hurts.

Aquamark 3

We knew that AM3 is massively CPU bound and therefore we should see some differences. Again an application that is showing that similar experience.

So here we see in all circumstances the same graphics card (7900 GTX 512MB) yet scaled with several processors in default and overclocked status. If you take 1024x768 (which is the most CPU bound) we see a ~35 FPs differential purely based on processors and memory bandwidth.

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 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 a nice set of Shaders. 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.

 

By the way you

are looking at the score measured in an average framerate. "50" would equal the average performance at 50 rendered 3D frames per second. Remember that our minimum is 30 and we consider 60 or above optimal.

I think you are in the safe zone here FPS wise ;)

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