Unfortunately, I wasn't able to run FRAPS with Warcraft 3 at any resolution. As such, no frame rate information is available at this time. However, I can attest to the fact that the game can be run at 1600x1200 with maximum detail settings at a playable frame rate. Initially, I was less than impressed with the graphic. Yet, a quick change in the camera angle reveals a whole new perspective as you're able to see far more detail. Utilizing this camera angle, playing with maximum antialiasing and anisotropic filtering is quite amazing!
Warcraft 3 - Image 1
Warcraft 3 - Image 2
Warcraft 3 - Image 3
UNREAL TOURNAMENT PERFORMANCE
To test Unreal Tournament, I loaded the first stage with one opponent. Here, I sampled frame rates until five frags were registered. As such, every aspect of the map is covered and an accurate depiction of the cards overall performance is attained. It should be noted that I could not select 1600x1200 as a resolution. As seen in the examples above, that resolution is certainly supported with respect to hardware.
Unreal Tournament Average Frame Rate
Resolution
Default Speed
Overclocked
No Antialiasing - No Anisotropic
1024x768
167
183
1280x1024
160
170
1600x1200
-
-
4XS Antialiasing - 8X Anisotropic
1024x768
42
51
1280x1024
25
31
1600x1200
-
-
Unreal Tournament - Image 1
Unreal Tournament - Image 2
Unreal Tournament - Image 3
GRAND THEFT AUTO 3 PERFORMANCE
When running Grand Theft Auto 3, I was sure to maximize every graphic related feature including draw distance. In my opinion, lowering this setting interferes with game play and takes away from the overall experience. As expected, maximizing this setting comes with a fairly large performance hit which, in some instances, is justified and worth taking. For the test, I utilized the initial level and car that was provided. From the starting point on the bridge, I sampled frame rates until I reached the dead-end bridge on the opposite side of the map.
Once the antialiasing and anisotropic settings were maximized, the true effect of the maximum draw distance was realized. Here, resolutions above 1024x768 become too choppy to be played and could not be measured accurately. Lowering the draw distance would free enough resources to allow higher resolutions to be used, although the adverse effect in doing so grossly outweighs any increase in image quality.