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Review: NVIDIA GeForce 6800 GT
PCI Express
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For the sake of consistency, Far
Cry (v1.1) was tested with all graphical options placed
at their highest settings and sound disabled. The Research
map was used, with testing consisting of playing completely
through the map in God mode using the same basic path each
time. Anti-aliasing was enabled via the games menu option,
and anisotropic filtering via the ForceWare drivers
profile for Far Cry.

Like IL-2: Forgotten Battles, Far
Crys engine also imposed a much steeper performance
penalty for anisotropic filtering than anti-aliasing. The
latters loss varied from 10% to 20% across the tested
resolutions, while higher filtering cost the game 20-30% depending
upon the resolution; again enabling the filtering optimizations
resulted in a score of 70.3 for 8x AF at 1024x768, once more
a roughly 20% performance improvement. Yet combined, AA and
AF render Far Cry unplayable at the resolution of 1600x1200
when playing with all in-game settings placed at their highest
option.
Call
of Dutys Dawnville demo was used to test this
OpenGL title based on id Softwares Quake 3 engine. The
included timedemo utility was used to record performance rather
than Fraps, and the com_maxfps command was used
to raise the default frame limit of 85 fps.

With scores as high as listed above,
additional reviewer commentary hardly seems necessary. Once
again, anisotropic filtering incurs a higher performance penalty
than anti-aliasing, yet nothing that impacts the frame rate
too terribly.
NASCAR
Racing 2003 Season was tested using SimHQs crowded
Daytona replay. The camera was fixed to Earnhardts cockpit
for the view mode, and all graphical options were set to their
highest.

NASCAR is clearly CPU-limited as its
failure to scale with the test settings indicates. Regardless,
the game remains playable at even the highest resolution and
settings tested.
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