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Review: Radeon X1600 XT and Radeon X1800
XT
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Test System Setup
The graphics boards tested for this
article were installed in an Antec Sonata midtower case and
the testbed built using the following components:
- AMD Athlon 64 FX-60 (2.6 GHz dual
core)
- ASUS A8N SLI Deluxe motherboard
(nForce4 chipset)
- 2 GB (2 x 1 GB) of Corsair DDR400
memory (2.5-3-3-6)
- Maxtor MaxLine III 250 GB SATA
(16 MB buffer) hard drive
- Plextor PX-712S DVD drive
- Creative SoundBlaster Audigy 2
ZS sound card
- Enermax 550 Watt ATX power supply
unit
- Dell 2405FPW 24" widescreen
LCD
The latest BIOS version and chipset
drivers were installed on the test system, along with the
Catalyst 6.1s. Windows XP Professional (SP2) was configured
to have Automatic Update, System Restore, and all unnecessary
startup services disabled. As a standard baseline, 32-bit
color and trilinear filtering were used during testing, and
the Mipmap detail option placed at high quality in the control
panel; SimHQ does not believe the typical sim-head buys high-end
video cards for compromised image quality, though this will
result in benchmark scores slightly more conservative in their
numbers compared to those seen elsewhere (if driver defaults
were left unchanged). The licensed version of Fraps 2.7.2
was used to record benchmark scores for applications that
lacked the option to record frame rates, and testing was conducted
using the following software:
- 3DMark05 (v120)
- Lock On: Flaming Cliffs (v1.11)
- IL-2: Pacific Fighters (v4.02)
- MS Flight Simulator 2004 (v9.1)
- Splinter Cell: Chaos Theory (v1.05)
- Call of Duty 2 (v1.01)
- rFactor (v1070)
When possible, application anti-aliasing
was used rather than forced via the driver control panel.
Each simulation/game was initially tested at 1024x768, 1280x1024,
1600x1200, and 1920x1200 without anti-aliasing or anisotropic
filtering enabled, and then the X800 XT and X1800 XT were
tested again with 4x anti-aliasing and 8x anisotropic filtering
as a high quality test category; as a mainstream part, however,
the X1600 XT's high quality settings instead consisted of
2x AA and 4x AF, so please bear this in mind while surveying
the benchmark scores. The resolution of 1920x1200 was chosen
since, as a 16:10 widescreen resolution, it is the highest
display option available on the 2405FPW used with the test
system, and allows an examination of how well a current high-end
graphics board such as the X1800 XT performs beyond the traditional
1600x1200 threshold.
Benchmark Test Scores
SimHQ included Futuremark's 3DMark05
for examining the theoretical raster and shader performance
characteristics of these graphics boards. The individual fill
rate (multi-texturing) and pixel and vertex (complex) shader
tests were ran at the program's default resolution of 1024x768.
| |
X800 XT
|
X1600 XT
|
X1800 XT
|
| Fill
Rate |
7915 MT/s
|
2346 MT/s
|
9830 MT/s
|
| Pixel
Shader |
140 fps
|
114 fps
|
233 fps
|
| Vertex
Shader |
46.7 MV/s
|
47.2 MV/s
|
57.2 MV/s
|
As noted above, with its far fewer
texture and ROP units the X1600 produces the lowest score
in the multi-texturing fill rate test, less than one-third
that of the X800 and one-fourth the X1800. With the clock
speed similiarities of the new parts, this score tracks fairly
well with the number of functional raster units in each graphics
chip, particularly with the memory bandwidth advantage the
X1800 possesses. In contrast to the first score, however,
the X1600 fares well against the X800 in the pixel and complex
vertex shader tests, and actually outperforms the X800 in
the latter test (largely due to its higher clock speed). The
reduced number of pixel shader quads, though, cause it to
fall behind the X800 in the pixel shader test by roughly 25%,
despite its higher clock speed. That said, the X1600's scores
in these synthetic tests show it performing quite well for
a mainstream part; particularly, as stated earlier, with the
shift in graphics hardware performance moving away from raw
pixel and texture fill rates and toward arithmetic processing.
Keep this in mind while examining the X1600's game scores.
As for the X1800 XT's scores in these
tests, the board outperformed the X800 the most in the pixel
shader test. The fill rate and vertex shader scores both showed
roughly a 25% advantage for the X1800, while the pixel shader
test demonstrated slightly over 66% gain, far exceeding the
clock speed variance between the two parts. We'll see if actual
game performance follows this pattern and learn whether or
not the X1800's ultra threaded design allows it to outperform
the X800 by more than its 25% clock speed advantage.
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