Freedom Fighters Screenshots
1600x1200x32 - High Quality Settings
GeForce FX 5700 Ultra
Standard
2xAA
4xAA
8xAA
8xAA+4xAF
8xAA+8xAF
GeForce FX 5900XT
Standard
2xAA
4xAA
8xAA
8xAA+4xAF
8xAA+8xAF
GeForce FX 5950 Ultra
Standard
2xAA
4xAA
8xAA
8xAA+4xAF
8xAA+8xAF
NVIDIA's
latest Forceware drivers offer up AA settings from 2x to
8x, with a little 6XSAA thrown in for some variety.
6XS only effects Direct3D gaming, and consists of a
combination of anti-aliasing and texture sharpening, which
cannot be compared directly to ATi's methods. Thus,
we have opted not to include any 6XS screenshots in our
collection. Technically, NVIDIA and ATi drivers also
differ in the top level of AA and in the number of
Anisotropic Filtering samples used as well. Thus,
the first three pictures from each card can be matched up
directly, but the latter three should not. Instead,
with these three, we hope to show the best display that
each card can offer and leave it at that.
The
Forceware
56.56 drivers have merged together the OpenGL and Direct3D
settings, and individual options exist for the
anti-aliasing, anisotropic filtering, image quality, etc.
As seen in the screen captures, the latest Forceware
drivers have really taken to cleaning up the images,
something which used to be a sore point with the older
sets. At the standard driver setting, we've got
noticeable "jaggies" along any of the separator lines
where light meets dark. A quick glance at the
handrail can affirm this. Now, start switching
between the screenshots and you can see how the line gets "cleaner".
You may
need to switch your attention to the diagonal lines near
the characters left knee at 8xAA to really get the effect.
Comparing anisotropic filtering at this level is somewhat
tricky, however. Normally, we would point to the
grate, but at 8XAA it already started to look pretty good.
AF brings out the effects just a bit better there, as well
as with the plank of wood in the back.
A new
addition to the Forceware driver suite are the game
profiles, where you can define what settings are to be
used with certain games. This means that you won't
have to go back and change the driver properties when you
switch from one game to the next. Thus, for simpler
games we could have 8XAA with AF enabled, but
switch on the fly to 4XAA without AF for more demanding
game engines.
ATi Radeon 9600XT
Standard
2xAA
4xAA
6xAA
6xAA+8xAF
6xAA+16xAF
ATi Radeon 9800 Pro
Standard
2xAA
4xAA
6xAA
6xAA+8xAF
6xAA+16xAF
ATi Radeon 9800XT
Standard
2xAA
4xAA
6xAA
6xAA+8xAF
6xAA+16xAF
ATi's
ongoing Catalyst release program had us using Catalyst
4.2s at the time of writing. As we've mentioned with
the Forceware drivers, Catalyst drivers have their own
levels and methods of optimizing the graphics. AA
settings run from 2x up to 6x, and from there we can set the level of anisotropic filtering
from 2x - 16x. The first three screenshots can be
compared, more or less, directly with those from the
GeForce cards. The latter three are examples of the
highest level of graphical optimization. In general,
they should be matched up in the same order.
As with
the GeForce, check out the railings and the slopes of the
structure on the left, especially where they contrast with
the background. The graphics are consistently jagged
with all three cards without anti-aliasing, but these
lines smooth out more and more at each level of AA.
Adding in the anisotropic filtering "cleans" up some
sections, most readily noticed in the grating in the lower
left. Unlike the 8XAA screen captures, ATi's 6XAA
images were just as blocky at no-AA as they were at 6XAA.
Using anisotropic filtering turns them into nearly
perfect grids, although no difference could really be seen
switching
from 8XAF to 16XAF.
It's
nearly impossible to look at any two images in comparison,
and say that one is really doing a much better job than
the other. While we may have said with certainty in
the past that ATi held a distinct advantage with it's
optimizations, we really have to admit that NVIDIA has
covered a lot of ground in catching up. ATi's
anti-aliasing still has an edge over NVIDIA's current
generation, but NVIDIA's anisotropic filtering looked a
bit better to us.