Splinter Cell: Chaos Theory
|We've recently added Ubisoft's great new game, Splinter Cell: Chaos Theory, to our suite of game benchmarks. Based on a heavily modified version of the Unreal Engine, enhanced with a slew of DX9 shaders, lighting and mapping effects, Splinter Cell: Chaos Theory is gorgeous with its very immersive, albeit dark environment. The game engine has a shader model 3.0 code path that allows the GeForce 6 & 7 Series of cards, and the new X1000 family of cards, to really shine, and a recent patch has implemented a shader model 2.0 path for ATI's X8x0 generation of graphics hardware. For these tests we enabled the SM 3.0 path on the GeForce cards, but the SM 2.0 path was enabled for the older Radeons. High Dynamic Range rendering and parallax mapping were disabled, and we benchmarked the game at resolutions of 1,280 x 1024 and 1,600 x 1,200, both with and without anti-aliasing and anisotropic filtering.|
Abit's Fatal1ty X800 XL 512MB handled Splinter Cell: Chaos Theory fairly well. Even though the card is clocked higher than other X800 XLs when in xTurbo mode, and it's got 512MB of frame buffer memory, it wasn't quite able to catch the Radeon X850 XT or GeForce 7800 GT. When anti-aliasing and anisotropic filtering was enabled though, the Fatal1ty X800 XL 512MB was able to nudge ahead of the GeForce 6800 Ultra and narrow the lead held by the other cards we tested.