eVGA e-GeForce2 Ultra
Review - OpenGL Performance
Martini - March 7, 2001
You all know Quake 3 Arena timedemo results have to be included in every
review as it's the most demanding OpenGL based game available and is so widely
used that a review without it would be useless to allow a comparison of cards.
Keep in mind that high quality sound was enabled which provides a true
measure of game performance.
Note: Upgrading Quake to the 1.27 version made it impossible to run timedemo
benchmarks. Luckily there's a converter
that will allow the good old demo001 benchmark to run in the latest version of
Quake 3. These results are from the 1.27h modified version, so they cannot be
compared with the results of previous iterations of Quake 3.
To continue the trend I began with Evolva, I'll use MDK2 to show off another
of the many features available in the GeForce architecture scaling all the way
back to the original GeForce256; Transform & Lighting.
Quake 3 Arena Performance
The Ultra's Quake 3 performance is great across the board
utilizing the MAX quality setting with all the eye candy such as upped geometry
as well as the highest texture quality. With a slightly faster processor, I see
no reason not to play at 1280x1024 @32bits with the max quality settings, but as
it stands now, I'll be sticking to 1024x768.
GeForce2 Ultra Vs. GeForce2 GTS @ 16bits
The 16bit settings barely work up a sweat for these cards at the
GeForce2 Ultra Vs. GeForce2 GTS @ 32bits
... though the 32bit setting is another story as the Ultra takes a
lead beating the GTS by more than 20 frames per second at 1024x768.
GeForce2 Ultra 2x2 Lod Bias FSAA Performance
Is FSAA the future of gaming? That question has yet to be answered, but NVIDIA's
might be a turn for the best. The GeForce2 Ultra uses the tried and true
super-sampling method which doubles the on-screen action, then halves it on the
way out. No doubt this feature needs a big memory footprint to be accessed and
the Ultra's 64 meg buffer quickly overflows with texture data. The performance
hit of FSAA is still huge, though the image is extremely crisp and smooth. I've
been toying around with it and wouldn't settle for anytrhing less than 800x600
@16bits for solid fragging.
MDK2 Performance - T&L Enabled
MDK2 supports probably the most controversial feature that the
GeForce256 debuted with; on-board T&L. The implementation of this feature in
MDK2 firmly proves that this feature belongs on the GPU. It's needless to
mention that the GeForce2 Ultra's second generation T&L engine improves upon
this feature. Performance in MDK2 is outstanding, with the Ultra keeping the
frames hovering around 100 fps at 1280x1024 once again with all detail levels
set to the max. My new monitor supports 1600x1200 and I must admit that I was
astounded that the Ultra was still capable of keeping the frame rate nice and
smooth hover just below 100 fps @16bit. In fact, 2048x1536 was playable with the
performance hovering around the mid sixties. This is power gentlemen!
GeForce2 Ultra Vs. GeForce2 GTS @ 1024x768
Both GeForce2's laugh at these measly settings ;)
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