Gainward PowerPack! Ultra/2100 Geforce
6800 Golden Sample 128MB Review- Page 5 of 7
By John Grabski - September 27, 2004
Savage: The Battle for Newerth (OpenGL
circa 2003)
Features: Complex Skeletal Animation and
Deformation Effects, Advanced terrain/Foliage Rendering, Cloud Shadow Casting,
Per Tile Texturing, Lens Flares and Particle Effects
Tests Ran: Walkthrough of SavageGrounds Map
In-Game Settings: All details maxed, including foliage which was turned
up past the "high" preset. Sound was set to low quality, and vsync was turned
off
Savage: The Battle for Newerth (OpenGL
circa 2003)
Comments: This highly optimized and thoroughly patched game has not
garnered much attention since its release despite the fact that it combines
elements of RTS and FPS games, and features an original rendering engine which
created some great-looking graphics. There's not many servers up anymore (this
is an online-only game), but if one can connect, the experience is enjoyable.
Cranking the foliage detail up past the high setting and adding AA and AF really
make this game look great. To boot, the pace of this game is more reminiscent of
Unreal2 and Halo, making the 40.1 fps at 1600 x 1200 with 4xAA/16xAF completely
acceptable.
Preferred Settings: 1600 x 1200, 4x AA / 16x AF
GunMetal (Cg circa 2003)
Features: Cg Support, using
Proprietary Motion Blur, Water Refraction, Occlusion Query for Flare
Effects, and 128 bit Floating Point buffer Support
Tests Ran: 1st Mission gameplay, 2 minutes
In-Game Settings: All graphic quality options maxed, vsync off
GunMetal (Cg circa 2003)
Comments: With nVidia's shift of focus off of Cg after following up
the Geforce FX series with the 6X00 series, I had thought that performance
would decrease due to removal of optimizations in the drivers. This was not
the case, however, as the Gainward 6800 powered through this game with no
problems. 1600 x 1200 with 4xAA/16xAF produced playable results, but the
pace of the game requires a few more fps to feel completely fluid.
Preferred Settings: 1600 x 1200, 2x AA / 16x AF - OR -
1280 x 1024, 4x AA / 16x AF
Battlefield: Vietnam (DirectX circa 2003)
Features: Normal and Bump
Mapping, Terrain Under/Overgrowth, Per-Pixel Lighting
Tests Ran: Quang Tri 1968 botmatch (8 players)
In-Game Settings: All graphical options maxed, Bot AI and difficulty
turned all the way down, sound set to lowest quality, vsync off
Battlefield: Vietnam (DirectX circa 2003)
Comments: The successor to EA's hit BF1942, this game can still bog
down even higher end systems, with 2xAA/16xAF and 4xAA/16x AF bringing fps
down a little too low to be completely competitive in gameplay. The normal
mapping and shadows do their part to cause performance problems for any
modern video card. With an nv3X I was forced to turn shadows and dynamic
lighting off to get acceptable performance. With the 6800 however, I was
happy at 1600x1200, 0xAA/16xAF, very happy.
Preferred Settings: 1600 x 1200, 0x AA / 16x AF
Comments on gameplay:
Plain and simple, this is a GREAT card for gaming at 1280x1024, because you'll
have the option to throw on a decent amount of AA and AF, and if that's not
enough, chances are, the card will still be fairly comfy at 1600x1200. Image
quality in all the games was terrific, AA looks better than the nv3x cards, AF
looks like AF should, and the performance just oozed "powerful-ness". The nv40
series performs great in OpenGL, as nv cards always have, but now it seems that
the direct3d performance has improved drastically, something not seen in the
last generation. Temperatures also stayed where they needed to be only rising up
to 56 degrees once in a while during heavy Doom 3 usage. Mind you, the card is @
52 duing normal 2d usage.