NVIDIA GeForce 7800 GTX

Performance Comparisons with Doom 3 - Multi-Player
Details: http://www.doom3.com/

Doom 3
The first round of Doom 3 tests on the previous page focused on single-player performance.  This time around, though, we'll take a look at a few test results using a custom multi-player demo to see how things unfold.  These tests were taken with our custom "HH_Frag2" demo, which is a recording of a five-player online deathmatch that took place in the "Frag Chamber" map. Like the single-player tests, we ran this batch of benchmarks with Doom 3 set to its "High-Quality" mode. The timedemos were run at resolutions of 1,280 x 1,024 and 1,600 x 1,200 without anti-aliasing enabled and then with 4X anti-aliasing and 8X anisotropic filtering enabled concurrently.

 

Our custom multi-player Doom 3 benchmark is a bit less demanding on the graphics sub-system than the single player test from the previous page, and as such, it hit a CPU bottleneck much earlier. In this round of tests, the GeForce 7800 GTX configurations, and the 6800 Ultra SLI rig, were essentially CPU bound until we enabled 4X anti-aliasing (8X anisotropic filtering is enabled by default when running Doom 3 in "High Quality" mode). This wasn't the case with the other system configurations though.

The same things that helped the 7800 GTX surge ahead of the pack on the previous page (fill rate, bandwidth, compute performance) help it here as well.  The GTX was up to 93% faster than any other single card configuration in our Doom 3 multi-player test, and the GTX SLI rig just crushed the competition by as much as 190%. Also note that the GeForce 7800 GTX SLI configuration was the only one able to consistently break the 100 FPS mark at 1,600 x 1,200 with anti-aliasing and anisotropic filtering enabled.


Tags:  Nvidia, GeForce, GTX, force, GT, 7800, 780, id
Marco Chiappetta

Marco Chiappetta

Marco's interest in computing and technology dates all the way back to his early childhood. Even before being exposed to the Commodore P.E.T. and later the Commodore 64 in the early ‘80s, he was interested in electricity and electronics, and he still has the modded AFX cars and shop-worn soldering irons to prove it. Once he got his hands on his own Commodore 64, however, computing became Marco's passion. Throughout his academic and professional lives, Marco has worked with virtually every major platform from the TRS-80 and Amiga, to today's high end, multi-core servers. Over the years, he has worked in many fields related to technology and computing, including system design, assembly and sales, professional quality assurance testing, and technical writing. In addition to being the Managing Editor here at HotHardware for close to 15 years, Marco is also a freelance writer whose work has been published in a number of PC and technology related print publications and he is a regular fixture on HotHardware’s own Two and a Half Geeks webcast. - Contact: marco(at)hothardware(dot)com

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