|
Review: Gainward GeForce 6800 Ultra
/ 2100 Golden Sample
Back
to Page 3
Nascar Racing 2003 Season
is tested using a crowded Daytona replay, with the camera
set inside Earnhardts cockpit. All graphical options
are set to their highest level and sound disabled.

As in previous testing, Nascars
frame rate continues to be largely bottlenecked by the CPU.
Fortunately for fans, the game remains playable at 1600x1200
with AA or AF enabled and looks fantastic. Anti-aliasing in
particular has a large impact on improving the games
visuals.
Image Quality
Since the Gainwards Ultra/2100 is
based on NVIDIAs 6800 chip, its output is on par with
that of the reference PCIe 6800 GT SimHQ reviewed earlier
this summer. Anti-aliasing for the 6800s has been improved
over past NVIDIA offerings, now using a rotated grid sample
pattern that can be seen below:
4x AA Sampling Pattern

Due to a hardware ROP (render output)
limitation in the 6800 chips, only 2x and 4x multi-sampling
is supported by the Ultra/2100, yet a hybrid super- and multi-sampling
option known as 8xS is available within the ForceWare control
panel. The sampling pattern for 8xS anti-aliasing displays
an additional sub-sample possessing color data, which will
help reduce texture aliasing in certain games:
8xS Sampling Pattern

Texture filtering is also identical
to that of the 6800 GT. As shown above, even in a genre such
as simulations that has historically shown its titles to be
largely dependent upon system processor speeds for high performance,
many of the games used in SimHQs benchmark suite saw
a steeper frame rate loss with anisotropic filtering enabled
than anti-aliasing. Frame buffer compression, present in these
new graphics chips, helps ameliorate multi-sampling AAs
performance penalties, leaving IHVs such as NVIDIA looking
for ways to improve texture filtering performance. One example
of this is the default filtering settings when the ForceWare
61.77s are installed, which is both trilinear and anisotropic
optimizations enabled. The Direct3D AF Tester utility allows
us to clearly see the impact these optimization settings have
on base texture filtering:
Direct3D Anisotropic
Filtering (AF) Test Results
 |
 |
Optimizations Off
|
Optimizations On |
The trilinear optimizations
reduction of MIP map blending is the most noticeable difference
in the above picture. This reduced filtering is apparent during
take-offs and in a game like Call of Duty and it does result
in an increase of texture aliasing on ground terrain in titles
like IL-2 and FS: 2004. These optimizations, however, do give
roughly a 20% performance increase across the suite of tested
games, so for those looking to lend a particularly title a
slight frame rate nudge and who wont notice the reduced
filtering quality, they are available as an option.
Go
To Page 5
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|