Home Archive Search Forum Reviews IRC Chat Shop


Search Site
NVIDIA Stuff
Executive Profiles
NVIDIA Drivers
Laptop Drivers
Beta Drivers
Archived Drivers
Driver Feedback
GPU Computing
OpenCL Computing
Direct Compute
Desktop Products
Workstation GPUs
Desktop GPUs
Laptop GPUs
Netbook GPUs
Handheld Devices
Portable Media
Automotive Devices
Server Solutions
Application Engines
Apple Products
Game Consoles
System Tools
Power Packs
Get A Balanced PC
Pure Video SD
Pure Video HD
Extreme HD
GeForce PC Kit
NVIDIA 3D Vision
NVIDIA Cool Stuff
NVIDIA Software
NVIDIA PhysX
NVIDIA CUDA Zone
GPU Venture Zone
NVIDIA nZone
NVIDIA SLI Zone
SLI App Request
SLI Profile Patches
Developer Zone
NVIDIA Support
FreeBSD Support
Linux Support
Solaris Support
NVISION '08
GPU Conference '09
NVIDIA at CES '10
PAX East 2010 1
NVIDIA nTersect
NVIDIA Newsroom
NVIDIA at Facebook
NVIDIA at Flickr
NVIDIA at Twitter
NVIDIA at YouTube
NVCUDA at YouTube
NVIDIA Online Store
1 March 26, 2010
EVGA Stuff
EVGA E-LEET
EVGA Precision
GPU Voltage Tuner
SLI Enhancement
EVGA Gear
Reviews and Awards
Articles
GeForce GTX 295
GeForce GTX 280
GeForce GTX 260
GeForce GT 240
GeForce 9800 GTX
GeForce 9800 GX2
GeForce 9600 GT
GeForce 8800 Ultra
GeForce 8800 GTX
GeForce 8800 GTS
GeForce 8800 GT
GeForce 8600 GTS
GeForce 8500 GT
GeForce 7950 GX2
GeForce 7950 GT
GeForce 7900 GTX
GeForce 7900 GS
GeForce 7800 GTX
Watercooling Project
My Book 500GB
Raptor Hard Drive
Guide To Doom 3
Other Stuff
Game Releases
  By Date
  Alphabetical
Litigation
  FTC vs. Intel Corp.
Steam
  Hardware Survey
CES 2010
  Press Conference
GF100 White Papers
  GPU Architecture
  GF100 Compute

Enemy Territory: Quake Wars Gameplay Performance - Page 4 of 4

PERFORMANCE

Performance was determined by capturing the frame rate per second with Fraps while playing a 5 on 5 LAN match for 60 seconds. The following video clip is representative of the type of gameplay that took place during each test.

Tests were conducted at a resolution of 2560x1600 with a single GeForce 8800 GTX using no AA (red line), 4x multisampling AA (blue line) and 8x multisampling AA (green line) and with two GeForce 8800 GTXs running in SLI using 8x multisampling AA (black line).

Timing Method 0

As documented by the results, timing method 0 maximizes the frame rate at any given point in time, but also causes the greatest fluctuations. The results also reveal that the gameplay was not repeatable, which is not important in this case since 8x AA with a single GeForce 8800 GTX was the only setting unable to maintain a frame rate of 30fps during the majority of the test.

Timing Method 0

Timing Method 1, MaxFPS 30

The second test consisted of locking the frame rate at 30fps while using a timing method of 1. Using these settings, the graphics engine maintained a consistent frame rate of 30fps in most cases with the exception being 8x AA with a single GeForce 8800 GTX.

Note the minor fluctuations in the frame rate with 4x AA enabled. This was done intentionally in this test to show the drop in performance that special effects such as smoke (from explosions) and dust/dirt particles (from moving vehicles) will cause.

Timing Method 1

Timing Method 2, MaxFPS 30

A final test consisted of locking the frame rate at 30fps while using a timing method of 2. This timing method will consume additional CPU cycles in order to provide a smoother frame rate than timing method 1.

Timing Method 2

CONCLUSION

As with the original Enemy Territory, which continues to be offered free of charge, Quake Wars appears to be destined to provide the same addictive style of gameplay. Although the graphics engine does not make use of DirectX 10-type technology, its use of MegaTexture is a compelling feature.

Aerial View
Click to enlarge (2560x1600) - 7.3MB

id Software and their development partners remain committed to using OpenGL in lieu of Microsoft's DirectX to power their graphics engines. In fact, id Tech 5 was demonstrated for the first time at Quakecon 2007 on an eight-core Macintosh, which uses OpenGL for 2D and 3D graphics acceleration. Although the engine did not feature any DirectX 10 technology, there is a possibility that the final product will as OpenGL 3.0 is close to becoming finalized.

Please feel free to provide comments or questions concerning this article in this feedback thread.

Back to nV News

Last Updated on September 27, 2007


Table of Contents

Shop Online at PriceGrabber

nV News - Copyright © 1998-2011. All rights reserved.
Reproduction in any form or medium without written permission of the site's owner is prohibited.
Search Products
Search
for


Graphics Utilities
AMD GPU Clock Tool
ATITool
aTuner
EVGA Precision
EVGA Voltage Tuner
Gainward ExperTool
GPU-Shark
GPU Voltage Tuner
Fraps
FurMark
GLview
GPU Caps Viewer
GPU Shark
GPU-Z
MSI Afterburner
nHancer
NiBiTor
NVClock (Linux)
NvTempLogger
NVTray
PowerStrip
RivaTuner
SLI Profile Tool
3DCenter Filter Test
3DMark Vantage
Add-In Partners
Albatron
ASUS
AXLE
BFG Technologies
BIOSTAR
Chaintech
Colorful
ELSA
EVGA
GAINWARD
GALAXY
GIGABYTE
FORSA
FOXCONN
Inno3D
Jaton
Leadtek
MSI
Palit
PNY
Point of View
Prolink
SPARKLE
XFX
ZOGIS
ZOTAC
For Developers
ACM SIGGRAPH
AMD
DevMaster.net
flipCode
Gamasutra
GameDev.net
GPGPU
Intel
Microsoft
CiteSeer
NeHe Productions
NVIDIA
OpenGL.org
Programmers Heaven
Real-Time Rendering
Stanford Graphics
3dRender.com
Associates
Benchmark Reviews
Fraps
GeForce Italia
GPU Review
Hardware Pacers
LaptopVideo2Go
MVKTECH
News3D (NVITALIA)
OutoftheBoxMods
OSNN.net
Overclocker Cafe
PC Extreme
PC Gaming Standards
PhysX Links & Info
TestSeek
3DChip (German)
8Dimensional