Level Analysis: training

This is actually the very first thing that happens in the game. The player wakes up and walks through the cave out onto a beach. In this benchmark, the player walks out to the small dock and looks out over water as the demo concludes.



ATI training screenshot.
Click to enlarge.



NV training screenshot.
Click to enlarge.



NV training screenshot.
Click to enlarge.


The new VS3.0 code that handles grass does a good job of matching up with the VS2.0 implimentation. These shots aren't lined up as well as some of our others, but it is clear that there aren't any differences in rendering quality.

SM2.0 training Performance

SM3.0 Path training Performance

This time, we don't see much performance improvement here.

SM2.0 training Performance

SM3.0 Path training Performance

With AA and AF enabled, we get a little more of a boost in performance.

This NVIDIA supplied level shows smaller improvement than the other (just slightly more impressive than our custom demos). The main factor in this level is grass, which our tests really didn't have. So far, it seems like lighting has the largest impact on performance.

Level Analysis: regulator Level Analysis: volcano
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  • Illissius - Friday, July 2, 2004 - link

    For these benches, were nVidia's trilinear and/or anisotropic optimizations on or off? (This would help in comparing results with other sites, for example.) I don't recall seeing them mentioned, but they're getting to be as important as the driver revision these days.
  • DerekWilson - Friday, July 2, 2004 - link

    DAPUNISHER:

    I'm not sure about the 64bit version of any game, as game developers are much more likely to hold everything until MS releases WinXP64 than hardware vendors. My guess is that we can expect not to see any visual improvements or differences with the 64bit move. There's much less reason to alter the graphics of the game when gaining more registers and memory address space than when you add the ability to do conditional rendering, floating point frame buffers, instancing, and all that...

    Zak,

    We could try to guess performance based on these numbers:

    http://anandtech.com/video/showdoc.html?i=2044&...

    But we didn't use those because they're based on the 1.1 version of farcry under dx9b and Catalyst 4.4 ...

    Our focus was the impact of SM3.0, not on overall relative performance, but in the future we will include older generation cards even when looking at next gen features. You are right, it does provide a way to relate to the numbers, and those cards should be in there for completeness' sake as well. Thanks for the suggestion.
  • Zak - Friday, July 2, 2004 - link

    I wish you guys would include one or two benchmarks on some older video cards to give a point of reference for those, such as myself, who still run R9800 and older generation cards. Without seeing how the game performs on R9800 or eqivalent card it's hard to relate to these benchmarks.

    Zak
  • DAPUNISHER - Friday, July 2, 2004 - link

    Very impressed with the GT's performance in this version. When can we expect your preview of FarCry 64bit version with the SM3 path Derek? and will 64bit bring some new eye candy or more performance? Inquiring minds want to know :-)
  • Warder45 - Friday, July 2, 2004 - link

    Interesting. Some odd stuff like ATI's X800 line actually decreasing in performace with the 1.2 patch. I wonder if thats a driver issue that now needs to be fixed, but if I was an ATI owner I'd stick with the 1.1 version of the game. I'd really like to see someone benchmark with omega's drivers for ATI, and see if there's any difference in performace there.

    #9, That article at tom's is from the NV40 review months ago. This new verison, 1.2 fixes most of the IQ problems nvidia was having.

    http://www.xbitlabs.com/articles/video/display/far...

    So far the only IQ problem I've seen mentioned with the new version.
  • araczynski - Friday, July 2, 2004 - link

    very nice, that 68UE sure is kicking some tail, before AND after the SM3.

    perhaps this will lead to developers optomizing (to some small degree at elast) their code for the 2 camps? (or at least for the camp that pays them the most...)

    in any case, here's to hoping the 68U/UE are priced acceptably by xmas, or at least next tax time :)
  • Shad0hawK - Friday, July 2, 2004 - link

    "Then, during the ATi refresh,we will all be greeted the the Geforce 6900, 6900 Ultra, 6900 Turbo and 6900 Ultra Hyper Fighting Edition."

    actually that will probobly be after ATI anounces the super golden/silver platinum extra extra XT edition with not only one but TWO "free" certificates for games not out yet
  • nserra - Friday, July 2, 2004 - link

    #1, #2, #3, #4:
    I think the huge hit is because nvidia is not doing AA to the all scene as ati does.
    The new drivers from nvidia have this ability. How do you think nvidia have come to top so soon, after some driver release ... Trilinear optimizations, Shader optimizations and now AA optimizations...

    I also don't understand why only toms site notes differences between ati and nvidia image quality...
    http://graphics.tomshardware.com/graphic/20040414/...
  • ZobarStyl - Friday, July 2, 2004 - link

    Bearxor, though I agree the overclocked editions are silly, don't act like ATi doesn't do the exact same thing...
    Ultra Extreme = XT Platinum Edition
    Ultra = XT
    GT = Pro
    vanilla 6800 has no direct competitor, but it held it's own occasionally against the Pro in the review.
    Both of the double-named cards are just the top end overclocked, so I tend to ignore them in the reviews, but then the GT was beating all of the ATi cards in some of those demos too...
  • RyanVM - Friday, July 2, 2004 - link

    #6, Ditto :p. Dell 2001FP for life :D

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