Splinter Cell: Chaos Theory
|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 and the X1600 XT, but the SM 2.0 path was enabled for the older Radeon X800 XL. High Dynamic Range rendering and parallax mapping were disabled to keep the playing field somewhat level, 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.|
The GeForce 6800 GS and 6800 GT perform on near identical levels in the Splinter Cell: Chaos Theory benchmark. The GT's slight fillrate advantage and additional vertex engine puts it a couple of frames per second ahead of the GS at both resolutions and test settings. However, the GeForce 6800 GS completely dominates the yet to be released Radeon X1600 XT. The X1600 XT isn't even competitive here. The older Radeon X800 XL puts up a much better fight though, and actually comes out on top in the high-resolution test when anti-aliasing and anisotropic filtering are enabled.