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Performance Comparisons with Splinter Cell: Chaos Theory v1.03 |
Details: http://www.splintercell3.com/us/ |
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SC: Chaos Theory
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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 to really shine, but it does not have shader model 2.0 path to fall back upon at the moment. So, when paired with the current generation of ATI's 3D hardware, Chaos Theory uses a shader model 1.1 code path. For these tests we turned off High Dynamic Range rendering to somewhat level the playing field and 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. |
From this point forward, we'll be detailing the performance of the EVGA e-GeForce 7800 GTX with and without anti-aliasing and anisotropic filtering enabled. And as you can see, even though this set of graphs has another data point, the story remains basically the same. The EVGA e-GeForce 7800 GTX is the fastest of the single card configurations, outpacing the reference GeForce 7800 GTX by a few frames per second at both resolutions, regardless of whether or not AA and aniso are enabled.