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Maxtor MaXLine III 7B250S0 HDD (250GB, Serial ATA-150, 16MB bufferr
Enermax Galaxy DXX EGX1000EWL 1000W power supply
Dell 3007WFP monitor (30", 2560x1600@60Hz max display mode
Microsoft Windows Vista Ultimate 32-bit
ATI Catalyst 8.3 for Radeon HD
Nvidia ForceWare 169.25 WHQL for GeForce 8800
Nvidia ForceWare 174.74 WHQL for GeForce 9800/9600
According to our testing methodology, the drivers were set up to provide the highest possible quality of texture filtering and to minimize the effect of software optimizations used by default by both AMD/ATI and Nvidia. Also, to ensure maximum image quality, we enabled transparent texture filtering, Adaptive Anti-Aliasing/Multi-sampling in ATI Catalyst and Antialiasing – Transparency: Multisampling in Nvidia ForceWare. As a result, our ATI and Nvidia driver settings were as follows
ATI Catalyst settings:
Catalyst AI: standard
Mipmap Detail Level: High Quality
High Quality AF: On
Wait for vertical refresh: Always Off
Enable Adaptive Anti-Aliasing: On/Quality
Method: Multi-sampling
Temporal Anti-Aliasing: Off
Other settings: default
Nvidia ForceWare:
Texture filtering - Quality: High quality
Texture filtering - Trilinear optimization: Off
Texture filtering – Anisotropic sample optimization: Off
Vertical sync: Force off
Antialiasing - Gamma correction: On
Antialiasing - Transparency: Multisampling
Other settings: default
For our tests we used the following games and benchmarks:
First-Person 3D Shooters:
- Battlefield 2142 - BioShock - Call of Juarez - Call of Duty 4 - Crysis - Enemy Territory: Quake Wars - Half-Life 2: Episode Two - S.T.A.L.K.E.R.: Shadow of Chernobyl
Third-Person 3D Shooters: - Lost Planet: Extreme Condition - Tomb Raider: Legend
RPG
- Hellgate: London - The Elder Scrolls IV: Oblivion
Strategies
- Company of Heroes: Opposing Fronts - Command & Conquer 3: Tiberium Wars - World in Conflict
Synthetic Benchmarks
- Futuremark 3DMark05 - Futuremark 3DMark06
We selected the highest possible level of detail in each game using standard tools provided by the game itself from the gaming menu. The games’ configuration files weren’t modified in any way. The only exception was Enemy Territory: Quake Wars game where we disabled the built-in fps rate limitation locked at 30fps. Games supporting DirectX 10 were tested in DirectX 10 mode. The tests were performed at resolutions of 1280x1024/960, 1600x1200 and 1920x1200 pixels. If the game didn’t support 16:10 display format, we set the last resolution to 1920x1440.
We used “eye candy” mode everywhere, where it was possible without disabling the HDR/Shader Model 3.0/Shader Model 4.0. Namely, we ran the tests with enabled anisotropic filtering 16x as well as MSAA 4x antialiasing. We enabled them from the game’s menu. If this was not possible, we forced them using the appropriate driver settings of ATI Catalyst and Nvidia ForceWare drivers
Performance was measured with the games’ own tools and the original demos were recorded if possible. Otherwise, the performance was measured manually with Fraps utility version 2.9.1. We measured not only the average speed, but also the minimum speed of the cards where possible.
For the sake of more illustrative analysis we included the following graphics cards to participate in this test session:
ATI Radeon HD 3870 X2 (2xRV670, 825/825/1800MHz, 640sp, 32tmu, 32rop, 2x256-bit, 2x512MB GDDR3)
ATI Radeon HD 3870 (RV670, 775/2250MHz, 320sp, 16tmu, 16rop, 256-bit, 512MB GDDR4)
We took an ASUS EN9600GT TOP for a SLI partner to the Gigabyte GV-NX96T512H-B. This card is based on the reference PCB design as well. Being a pre-overclocked product, we lowered its clock rates to the standard values.