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NVIDIA GeForce4 Ti 4600 Preview
By: Mike Chambers - February 6, 2002

OpenGL Performance - Serious Sam 2

For a second opinion on OpenGL game performance with the GeForce4 Ti 4600, I chose the demo of Serious Sam: The Second Encounter. The Little Trouble demo was used for testing with the quality graphics setting enabled. The quality setting enables trilinear filtering along with 4X anisotropic filtering which I manually disabled.

Note that the percent change is based on the average frames per second (as opposed to the minimum and maximum frames per second).

Serious Sam 2 Test Settings

Setting Description
Quality Quality Setting With Trilinear Filtering Only

Quality Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
Trilinear Filtering
1024x768 Avg: 130
Min: 80
Max: 356
Avg: 100
Min: 67
Max: 196
+ 30%
1280x1024 Avg: 99
Min: 66
Max: 199
Avg: 67
Min: 47
Max: 117
+ 48%
1600x1200 Avg: 72
Min: 50
Max: 133
Avg: 48
Min: 34
Max: 82
+ 50%
1920x1440 Avg: 53
Min: 37
Max: 95
Avg: 33
Min: 24
Max: 56
+ 61%

2X Antialiasing - Quality Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
Trilinear Filtering
1024x768 Avg: 118
Min: 78
Max: 238
Avg: 66
Min: 49
Max: 98
+ 79%
1280x1024 Avg: 78
Min: 56
Max: 130
Avg: 41
Min: 31
Max: 61
+ 90%

Quincunx Antialiasing - Quality Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
Trilinear Filtering
1024x768 Avg: 117
Min: 77
Max: 242
Avg: 52
Min: 41
Max: 71
+ 125%
1280x1024 Avg: 78
Min: 55
Max: 130
Avg: 32
Min: 26
Max: 43
+ 144%

4X Antialiasing - Quality Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
Trilinear Filtering
1024x768 Avg: 68
Min: 51
Max: 100
Avg: 45
Min: 34
Max: 68
+ 51%
1280x1024 Avg: 42
Min: 32
Max: 61
Avg: 27
Min: 20
Max: 40
+ 56%

Another significant increase for the GeForce4 Ti 4600 over the GeForce3 Ti 500 in both aliased and non-antialiased performance.

OpenGL Performance - DroneZmark

DroneZ was one of the first games to enlist the services of the GeForce3's programmable transform and lighting engine. When the GeForce3 High setting is enabled in the DroneZ benchmark, custom illumination is accomplished using vertex shaders. For additional effects, bumpmapping and texture shaders are also used.

Once again, that the percent change is based on the average frames per second.

DroneZmark Test Settings

Setting Description
GeForce3 High Bumpmapping, Texture Shaders, Vertex Programs

GeForce3 High Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
GeForce3 High
1024x768 Avg: 208
Min: 98
Max: 565
Avg: 133
Min: 56
Max: 375
+ 56%
1280x1024 Avg: 152
Min: 60
Max: 358
Avg: 100
Min: 39
Max: 326
+ 52%
1600x1200 Avg: 117
Min: 42
Max: 350
Avg: 78
Min: 28
Max: 243
+ 50%
1920x1440 Avg: 87
Min: 29
Max: 234
Avg: 57
Min: 20
Max: 176
+ 53%

2X Antialiasing - GeForce3 High Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
GeForce3 High
1024x768 Avg: 160
Min: 76
Max: 370
Avg: 84
Min: 41
Max: 208
+ 90%
1280x1024 Avg: 106
Min: 48
Max: 249
Avg: 57
Min: 27
Max: 141
+ 86%

Quincunx Antialiasing - GeForce3 High Setting

Resolution GeForce4 Ti 4600 GeForce3 Ti 500 Percent Change
GeForce3 High
1024x768 Avg: 165
Min: 77
Max: 376
Avg: 72
Min: 30
Max: 156
+ 129%
1280x1024 Avg: 105
Min: 49
Max: 219
Avg: 48
Min: 25
Max: 100
+ 119%

Next Page: DirectX 8 Performance - Max Payne & Nascar 2002

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Last Updated on March 16, 2002

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