800x600 - DM-Antalus

Unreal Tournament 2003 (DM-Antalus)
800x600 High Detail Settings
NVIDIA GeForce4 Ti 4600 (128MB)

NVIDIA GeForce4 Ti 4400 (128MB)

NVIDIA GeForce4 Ti 4200 (64MB)

NVIDIA GeForce4 Ti 4200 (128MB)

NVIDIA GeForce3 Ti 500 (64MB)

ATI Radeon 8500 (128MB)

ATI Radeon 8500 (64MB)

Matrox Parhelia (128MB)

ATI Radeon 8500LE (128MB)

NVIDIA GeForce3 (64MB)

NVIDIA GeForce3 Ti 200 (64MB)

NVIDIA GeForce4 MX 460 (64MB)

ATI Radeon 7500 (64MB)

NVIDIA GeForce4 MX 440 (64MB)

ST Micro Kyro II (64MB)

NVIDIA GeForce2 Ultra (64MB)

NVIDIA GeForce2 Pro (64MB)

NVIDIA GeForce2 MX 400 (32MB)

NVIDIA GeForce2 MX 200 (32MB)

139.0

127.4

115.9

110.4

85.3

84.9

80.9

79.1

77.3

75.3

65.8

64.5

57.4

55.3

49.9

46.9

40.2

23.6

12.4

|
0
|
28
|
56
|
83
|
111
|
139
|
167

The standings don't change too much at 800x600, but you can already tell that the GeForce4s will hold a significant lead over the competition at higher resolutions as well. The Parhelia remains quite competitive but it's definitely not earning its paycheck at $400 for the 128MB card. The $150 Radeon 8500LE comes within 2 fps of Matrox's solution, which is also a feather in Matrox's cap since the Parhelia is their first gaming GPU and it's already fairly competitive.

Unreal Tournament 2003 (DM-Antalus)
800x600 Medium Detail Settings
NVIDIA GeForce4 Ti 4600 (128MB)

NVIDIA GeForce4 Ti 4400 (128MB)

NVIDIA GeForce4 Ti 4200 (64MB)

NVIDIA GeForce4 Ti 4200 (128MB)

ATI Radeon 8500 (128MB)

ATI Radeon 8500 (64MB)

ATI Radeon 8500LE (128MB)

NVIDIA GeForce3 Ti 500 (64MB)

NVIDIA GeForce3 (64MB)

Matrox Parhelia (128MB)

NVIDIA GeForce4 MX 460 (64MB)

NVIDIA GeForce2 Ultra (64MB)

NVIDIA GeForce3 Ti 200 (64MB)

NVIDIA GeForce4 MX 440 (64MB)

NVIDIA GeForce2 Pro (64MB)

ATI Radeon 7500 (64MB)

ST Micro Kyro II (64MB)

NVIDIA GeForce2 MX 400 (32MB)

NVIDIA GeForce2 MX 200 (32MB)

180.2

173.4

164.1

161.5

152.7

149.4

140.9

137.6

118.7

113.3

107.7

106.2

104.9

95.6

89.7

77.1

62.1

52.5

31.5

|
0
|
36
|
72
|
108
|
144
|
180
|
216

Again we see that playability is given to even the slower cards by reducing the texture details a bit, although by doing that you lose some of the beauty of the game.

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