Hardware Features and Test Setup

We're talking about features and tests today because we are going to be trying something a bit different this time around. In addition to our standard noAA/4xAA tests (both of which always have 8xAF enabled), we are including a performance test at maximal image quality on each architecture. This won't give us directly comparable numbers in terms of performance, but it will give us an idea of playability at maximum quality.

These days, we are running out of ways to push our performance tests. Plenty of games out there are CPU limited, and for what purpose is a card as powerful as an X1900XTX or 7800 GTX 512 purchased except to be pushed to its limit and beyond? Certainly, a very interesting route to go would be for us to purchase a few apple cinema displays and possibly an old IBM T221 and go insane with resolution. And maybe we will at some point. But for now, most people don't have 30" displays (though the increasing power of today's graphics cards is certainly a compelling argument for such an investment). For now, people can push their high end cards by enabling insane features and getting the absolute maximum eye candy possible out of all their games. Flight and space sim nuts now have angle independent anisotropic filtering on ATI hardware, adaptive antialiasing for textured surfaces helps in games with lots of fences and wires and tiny detail work, and 6xAA combined with 16xAF means you'll almost never have to look at a blurry texture with jagged edges again. It all comes at a price, or course, but is it worth it?

In our max quality tests, we will compare ATI parts with 16xAF, 6xAA, adaptive AA, high quality AF and as little catalyst AI as possible enabled to NVIDIA parts with 16xAF, 4x or 8xS AA (depending on reasonable support in the application), transparency AA, and no optimizations (high quality) enabled. In all cases, ATI will have the image quality advantage with angle independent AF and 6x MSAA. Some games with in game AA settings didn't have an option for 8xAA and didn't play well when we forced it in the driver, so we opted to go with the highest in game AA setting most of the time (which is reflected by the highest MSAA level supported in hardware - again most of the time). We tend to like NVIDIA's transparency SSAA a little better than ATI's adaptive AA, but that may just come down to opinion and it still doesn't make up for the quality advantages the X1900 holds over the 7800 GTX lineup.

Our standard tests should look pretty familiar, and here is all the test hardware we used. Multiple systems were required in order to test both CrossFire and SLI, but all single card tests were performed in the ATI reference RD480 board.

ATI Radeon Express 200 based system
NVIDIA nForce 4 based system
AMD Athlon 64 FX-57
2x 1GB DDR400 2:3:2:8
120 GB Seagate 7200.7 HD
600 W OCZ PowerStream PSU

First up is our apples to apples testing with NVIDIA and ATI setup to produce comparable image quality with 8xAF and either no AA or 4xAA. The resolutions we will look at are 1280x960 (or 1024) through 2048x1536.

Not Quite Ready: The Ultimate Gamer Platform, RD580 The Performance Breakdown
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  • blahoink01 - Wednesday, January 25, 2006 - link

    Considering the average framerate on a 6800 ultra at 1600x1200 is a little above 50 fps without AA, I'd say this is a perfectly relevant app to benchmark. I want to know what will run this game at 4 or 6 AA with 8 AF at 1600x1200 at 60+ fps. If you think WOW shouldn't be benchmarked, why use Far Cry, Quake 4 or Day of Defeat?

    At the very least WOW has a much wider impact as far as customers go. I doubt the total sales for all three games listed above can equal the current number of WOW subscribers.

    And your $3000 monitor comment is completely ridiculous. It isn't hard to get a 24 inch wide screen for 800 to 900 bucks. Also, finding a good CRT that can display greater than 1600x1200 isn't hard and that will run you $400 or so.
  • DerekWilson - Tuesday, January 24, 2006 - link

    we have looked at world of warcraft in the past, and it is possible we may explore it again in the future.
  • Phiro - Tuesday, January 24, 2006 - link

    "The launch of the X1900 series no only puts ATI back on top, "

    Should say:

    "The launch of the X1900 series not only puts ATI back on top, "
  • GTMan - Tuesday, January 24, 2006 - link

    That's how Scotty would say it. Beam me up...
  • DerekWilson - Tuesday, January 24, 2006 - link

    thanks, fixed
  • DrDisconnect - Tuesday, January 24, 2006 - link

    Its amusing how the years have changed everyone's perception as to how much is a reasonalble price for a component. Hardrives, memory, monitors and even CPUs have become so cheap many have lost the perspective of what being on the leading edge costs. I paid 750$ for a 100 MB drive for my Amiga, 500$ for a 4x CR-ROM and remember spending 500$ on a 720 X 400 Epson colour injet. (Yeah I'm in my 50's) As long as games continue to challenge the capabilities of video cards and the drive to increase performance continues the top end will be expensive. Unlike other hardware (printers, memory, hardrives) there are still perfomance improvements to be made that the user will perceive. If someday a card can render so fast that all games play like reality, then video cards will become like hardrives are now.
  • finbarqs - Tuesday, January 24, 2006 - link

    Everyone gets this wrong! It uses 16 PIXEL-PIPELINES with 48 PIXEL SHADER PROCESSORS in it! the pipelines are STILL THE SAME as the X1800XT! 16!!!!!!!!!! oh yeah, if you're wondering, in 3DMark 2005, it reached 11,100 on just a Single X1900XTX...
  • DerekWilson - Tuesday, January 24, 2006 - link

    semantics -- we are saying the same things with different words.

    fill rate as the main focus of graphics performance is long dead. doing as much as possible at a time to as many pixels as possible at a time is the most important thing moving forward. Sure, both the 1900xt and 1800xt will run glquake at the same speed, but the idea of the pixel (fragment) pipeline is tied more closely to lighting, texturing and coloring than to rasterization.

    actually this would all be less ambigous if opengl were more popular and we had always called pixel shaders fragment shaders ... but that's a whole other issue.

  • DragonReborn - Tuesday, January 24, 2006 - link

    I'd love to see how the noise output compares to the 7800 series...
  • slatr - Tuesday, January 24, 2006 - link

    How about some Lock On Modern Air Combat tests?

    I know not everyone plays it, but it would be nice to have you guys run your tests with it. Especially when we are shopping for $500 dollar plus video cards.

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