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OpenGL Continued with Quake3... |
Antialiasing and
Anisotropic Testing. |
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4X Full Screen
Antialiasing:
Clearly 2X FSAA wasn't enough
to tame the Siluro Ti4200 in Quake 3, so we kicked things up to 4X and
let the benchmarks ride.
Obviously
1024x768 is not an issue for either card with 4X FSAA
enabled. Both cards posted triple digit scores, with
the Ti4600 overshadowing the Siluro by 27FPS.
It looks like we
finally found something to slow the Siluro down. The
Quake3 Timedemo DEMO004 was a good challenge for both cards
with 4X FSAA enabled. This time the Ti4200 slipped
just below the 60FPS often considered the minimum playable
frame rate. Even the Ti4600 dropped
significantly showing that neither card would be capable of
60FPS at 1600X1200.
Once again, the
Siluro stayed in the game with the Ti4600 throughout.
We never expected the Siluro to actually beat the Ti4600, we
just wanted to see how it compared. What we found is
that the Siluro GeForce4 Ti4200 OTES has what it takes to
run just about
anything the Ti4600 could. But wait, we are
not quite done yet. Next we are going to throw some
Anisotropic tests into the mix to see how the two cards
scored.
32-Tap
Anisotropic:
The final stages
of this review is going to focus on Anisotropic testing.
The first round of tests are going to focus on 32-Tap (4X in
nVidia's drivers), then we'll run the tests at 64-Tap
(8X in nVidia's drivers).
Right out of the
gate we see the Siluro post a great score, pacing the Ti4600
within 9FPS. Clearly at 1024x768, both cards were up to the
task with room to spare, so let's turn up the resolution to
1280x1024.
Again, both
cards turned in very good scores, demonstrating that
Anisotropic filtering is not an issue as this level.
Let's see if that hold true at 1600x1200.
Obviously
neither card is going to complain at any resolution and the
Siluro certainly held its own against the Ti4600.
Now we'll
be wrapping things up with one final round of Anisotropic tests.
64-Tap Anisotropic Testing & Final Thoughts
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