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Serious Sam-TSE & Jedi Knight II-Outcast |
A Little Trouble and
Insanity OpenGL. |
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Serious Sam-The Second Encounter:
Serious Sam-The Second Encounter
is one of the rare games written with support for either
OpenGL or DirectX. We've found it to be an excellent
OpenGL benchmarking utility for stressing a video card's
capabilities. In this round of tests we've included
comparison scores from a GeForce4 Ti4600. We were
anxious to see if the Siluro Ti4200 was going to keep up the
good work that we saw in the DirectX tests earlier.
The Siluro was able to pull
within 3 FPS of the Ti4600, showing that it had no trouble
running Serious Sam at 1024x768. Next stop, 1280x1024.
It looks like the Siluro from
Abit is going to have a bit more difficulty keeping up with
the comparison card, at least with Serious Sam. The
Ti4200 still put up a solid 102 FPS, 9 FPS short of
the top score the Ti4600 posted. Let's see how the
score is affected by 1600x1200.
At 1600x1200 the Siluro slipped
11.2 FPS below that if the Ti4600, but still posted a
very playable 77.1FPS. With Serious Sam the Siluro
posted very playable scores at all resolutions although the
difference with that of the Ti4600 was greater than previous
tests.
Jedi Knight II-Outcast:
Another
excellent OpenGL benchmark is Lucas Art's Jedi Knight
II-Outcast. Let's see how the
Ti4200 faired in this round of OpenGL action.
At the 1024x768 the scores were
tighter than we had expected they would be, keeping a gap of
3 FPS between the two cards. Things got a little
interesting when we kicked the resolution up to 1280x1024.
Now this is a
landslide if we ever saw one. With the performance the
Siluro has been showing thus far, we were caught off guard
by this major gap in scores. With just one step up in
resolution, the Ti4200 dropped behind the Ti4600 by almost
37 FPS. This was by far the widest margin we've seen
yet and is because the Ti4200 Siluro OTES is
running 64MBs compared to the Ti4600's 128MB. Because of the low 54.8FPS score, we saw no need to
test the card at 1600x1200.
On the next few
pages we ran a series of Quake3 scores, but this time we
opted to start adjusting the various Antialiasing and
Anisotropic settings to see how the card reacted.
More OpenGL with
Quake 3-Standard & FSAA
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