Setting Expectations

While we've been used to running high end SLI setups at 3MP resolutions and still getting reasonable frame rates in games, the same is not true for Oblivion. In fact, there isn't a single GPU or pair of GPUs today that will run Oblivion at 1600 x 1200 with everything turned on smoothly. Our highest end X1900 XT CrossFire setup can't even run our most stressful real world Oblivion test at 1280 x 1024 with all of the detail settings set to their highest values. That's right, $1200 worth of GPUs will get you less than 50 fps at less than the highest image quality, and we're not talking about having AA enabled either.

With Oblivion, you've got to set your expectations appropriately for what good performance is. If your frame rate never drops below 30 fps, then you've put together a very fast system for Oblivion. The problem with Oblivion is that while performance may be in the 60 - 70 fps range indoors or while taking a stroll around town, as soon as you engage a few enemies or walk near an oblivion gate your frame rate may drop into the teens. A choppy frame rate really impacts your ability to do things like slice the correct opponent and not someone you're trying to protect. If a video card can maintain a minimum of 20 fps in our most strenuous test (the Oblivion Gate benchmark) then it will do you very well, otherwise you may want to start turning down some of the visual quality options.

Oblivion is also one of those rare games where turning down all of the image quality options not only impacts how good the game looks, but it actually can have a pretty serious impact on gameplay as well. Turning down your view distance is a sure fire way to increase performance, however the lower your view distance is the more difficult it is to spot landmarks you're searching for. You can decrease things like the distance which characters, items and other objects will appear, giving you better performance, but also putting you at a disadvantage when you're looking for a particular item or when someone is about to attack you. With Oblivion it's not all about performance and dealing with slightly blurred textures and jagged edges to maintain higher frame rates, the total experience of the game is very dependent on having a powerful system with a fast GPU.

The Test

Given that we're looking at GPU performance we tested all graphics cards with the same, very fast CPU, to minimize any CPU bottlenecks. In future articles we will look at how the CPU impacts performance under Oblivion, but for now the GPU is our focus. All ATI cards were run on a CrossFire 3200 platform while all NVIDIA cards were run on an nForce4 SLI x16 platform.

The latest drivers from ATI and NVIDIA were used, including ATI's Chuck patch for Oblivion that enables CrossFire support and AA+HDR rendering support. Given the low frame rates that we're talking about already, enabling AA simply didn't make any sense as you will see from the performance results on the coming pages. We would much rather increase detail settings than turn on AA in Oblivion.

CPU: AMD Athlon 64 FX-60 (2.6GHz/1MBx2)
Motherboard: ASUS A8N32-SLI
ASUS A8R32-MVP
Chipset: NVIDIA nForce4 SLI x16
ATI CrossFire 3200
Chipset Drivers: nForce4 6.85
ATI Catalyst 6.4
Hard Disk: Seagate 7200.9 300GB SATA
Memory: 2 x 1GB OCZ PC3500 DDR 2-3-2-7
Video Drivers: ATI Catalyst 6.4 w/ Chuck Patch
NVIDIA ForceWare 84.43
Desktop Resolution: 1280 x 1024 - 32-bit @ 60Hz
OS: Windows XP Professional SP2
Our Settings High End GPU Performance w/ HDR Enabled
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  • blackbrrd - Wednesday, April 26, 2006 - link

    Using the BTmod myself, it works for me ;)

    I would like a few more shortcut keys myself, but other than that, it took me about 2 minutes to figure out how to use the interface. The 8 free shortkeys that you can assign to weapons/spells/potions etc works well, you just want more shortkeys :P

    I am playing the game on a laptop with a radeon 9600. It obviosly doesn't look as good as in the pictures, but it runs ok, so I would say that the graphics engine scales nicely for any graphics card bought the last 2-3 years*

    *A friend of mine has a geforce fx5900 and he gets horrible performance - there should have been a seperate shader 1.x path for those cards.

    I do agree that the game is just nearly finished, for instance the textures for 256mb and 512mb graphics cards could be much larger, there are several mods available as it is, but it should have been in the game.

    All in all I think it was a good compromise between launching the game as early as possible and performance wise. Personally I haven't had any problems with the game except for multitasking which won't work properly if you don't pull down the console first :P **

    **The game has quirks - but its a good game, and there are work arounds. :) Its also the first game that have made me actually consider upgradeing/buying a proper gameing machine.
  • kmmatney - Wednesday, April 26, 2006 - link

    There is a shader 1.X path - look up Oldblivion. it allows the game to run on the 5900 quite well, from what I've heard.
  • Ryan Norton - Wednesday, April 26, 2006 - link

    the elderscrolls.com/forums do crack me the fuck up... there is literally no aspect of the game no matter how glaringly mis-implemented that the fanboys will not defend to their last gasp.

    I don't have a link for it, but the website/guy that does "tweak guides" for 3D games put up a super-lengthy one for Oblivion. I'd already stumbled onto some of the things but it was still good for making the game seem a little smoother outdoors.

    I love the line about outdoors performance making users contemplate $1200 on video cards... until I started playing Obliv I'd always thought SLI a waste of money, but now I catch myself thinking "hmm another 7800GTX is 'only' another $450"... must restrain self.
  • Powermoloch - Wednesday, April 26, 2006 - link

    I had been waiting for quite a while for anandtech's take on oblivion. And I'm very surprised that you got alot of GPUs tested out for us. Especially being a x850xt agp owner, I'm very pleased that it has enough juice to play @ 1280x1024 at almost @ med-high settings lol.

    Kudos for the great job guys, great benchmark results ;).
  • Frallan - Thursday, April 27, 2006 - link

    I agree!!!

    Excelent Reveiw!!!

    But as an owner of older Hardware Id love to know where my 6800Gt stumbles in on the list. Usually I run it @ 425/1150 which is almost Ultra speeds but....

    Please any1 who is in the know???
  • bob661 - Thursday, April 27, 2006 - link

    You can compare it to the 6800GS. They're the same card.
  • michal1980 - Wednesday, April 26, 2006 - link

    playing the xbox 360 version.

    and really, it does not look much better then like hlf2.

    I'm sorry but anyone that says (not that anyone here has) that this is a great engine with great graphics needs to take a break.

    there can be alot going on sometimes, but the draw distance sucks, loads every 2 mins. controls are a little wishy washy.

    its an ok game, but at times seems way to unfocused. with a story line that is weak at best.
  • Jackyl - Wednesday, April 26, 2006 - link

    Correct. The graphics are not "next gen" as was hyped. The problem with the performance of the gamebryo engine is that it doesn't support culling, hidden-surface removal. It draws everything, which causes a lot of slow down. If you are outside, standing behind a building, it still calculates whatever is on the other side, even though you can't see it. Bad design IMO for a "next gen" engine.
  • JarredWalton - Wednesday, April 26, 2006 - link

    Okay, I'm not going to dispute your claims, but how on earth do you know that the engine isn't doing HSR? Damn, that was one of the first things that was discussed in terms of 3D engine optimization in my Graphics class. I'm not sure how you prove what they are or aren't doing without seeing the code, though.

    I also have to say that I don't think the Gamebryo engine is as bad as you're making it out to be. I see very little in the way of load times (the "loading" screens are mostly there for Xbox360), large outdoor areas, relatively nice effects (HDR, reflections, etc.), and generally interesting gameplay mechanics. You're certainly not going to get all of these things from other engines on the market. Doom3 would choke outdoors, for example.

    What we need is an engine that offers:
    Doom3 indoor areas
    Far Cry outdoors
    HL2/FEAR shaders
    Dungeon Siege load times


    Any UI that doesn't have console roots! UGH! Sell... Are you sure? Buy... Are you sure? Heaven forbid that we actually sell more than one type of item at a time. How about something like Fallout's barter interface, with a few tweaks to bring it into 2006 era? Also, what the hell is the point of "maximum gold" for a shop. "I can only buy $500 worth of stuff at a time, but if you sell things to me one at a time, I can effectively buy out your whole inventory!" Thank you Bethesda for dumbing down the economic system. Maybe they should have more magical weapons readily available, and then allow you to trade equipment to get them recharged? Naw, real bartering would make too much sense....
  • nts - Wednesday, April 26, 2006 - link

    Hidden surface removal is obviously there, every game has it lol :p

    What this game needs and is missing is some sort of Occlusion Culling (not sending down geometry that won't be visible in the final frame, eg terrain/trees/grass behind city walls).

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