Shack GeForce Benchmarks

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We're just gonna call today Benchmark-o-rama day. I'm still working on all of the documentation, but for those of you who can't wait here are the raw benchmarks which includes a P2-300, P3-450, and Athlon600 for a GeForce256, TNT2U, and V3-3500.  I will be adding more benchmarks including a "fastest" set of benchmarks later this week, as well as a "high poly" set. I'll also look at adding Unreal Tournament benchmarks. Pay close attention to the settings I used (no sound, no brass ejection) before attempting to compare your own system benchmarks. I would also recommend looking at this older set of benchmarks conducted by Brian Hook which compares other video cards like the Savage and TNT1. Here are the Athlon600 numbers to interest you guys:

Compared By Resolution Quake2     Quake3Default     Quake3HighQuality
GeForce Performance Increase Quake2     Quake3Default     Quake3HighQuality
Compared By Speed Quake2     Quake3Default     Quake3HighQuality

Make sure and check out the rest of the benchmarks. Also, for those of you who keep saying Q3Test does not use the GeForce GPU, here is an explanation from Jack Mathews of Ritual:

Steve: Hey, fuckbag, what's the deal with Quake 3 and the use of T&L?

Jack: Quake 3 does indeed use T&L and will take advantage of any hardware supporting it.  It uses OpenGL's transformation pipeline for all rendering operations, which is exactly what T&L cards such as the GeForce accelerate.

Well what if Q3 used the other stuff besides the transform engine?  The other three real features are the per-vertex lighting, the vertex blending, and the cube environment mapping.  Since Quake 3 has static world lighting, one of the only places for the lighting to be useful would be for the character lighting, especially for dynamic lights.   The current character lighting implementation is pretty quick though, I don't really see *too* much of an improvement there, though it is worth mentioning.  The vertex blending may help skeletal animation, but since the current test has no skeletal animation, it would not help it at all in the current benchmarks. And the cube environment mapping won't help the game at all, since the game doesn't use cube environment mapping to begin with.

While I'm at it, the use of OpenGL doesn't necessarily mean that all games will be accelerated by the GeForce's T&L.  Such examples are Unreal engine (including UT) based games.  Its architecture is very different from QuakeX's and cannot benefit from T&L hardware without rearchitecting the renderer, as Tim Sweeney has said before.

Also, since doing the initial benchmarks I've discovered that the GeForce I have is highly overclockable, although it does not impact the benchmarks at lower resolutions (CPU limited), the 800x600 numbers and above really climb. For example the 800x600 high quality Q3Test score jumps from 80fps to an astonishing 103fps. I'm working on a number of follow-ups for you guys to be posted some time Tuesday afternoon.

Steve Gibson is the cofounder of Shacknews.com. Originally known as sCary's Quakeholio back in 1996, Steve is now President of Gearbox Publishing after selling Shacknews to GameFly in 2009.

From The Chatty
  • reply
    October 10, 1999 5:44 PM

    Disappointing numbers. It\'s incrementally faster than the other cards, but it isn\'t blowing me away by any means.

    V

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