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.