ATI Radeon X800 XL - 512 MB

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AquaMark 3
The latest graphics cards on the market are all DirectX 9 compatible these days, and we also see an increasing number of games utilizing the new DX9 features. To be able to see how well a graphics cards is performing in this new challenging DirectX 9 environment, AquaMark was developed.

The AquaMark3 benchmark delivers scores for specific hardware components as well as an overall score for the entire system. AquaMark3 is highly qualified to meet the needs of gamers because it's as close as possible to a typical game application. The AquaMark benchmarking series is based directly on the huge code and data base of the AquaNox games and the underlying krass game engine."

In the past we have used AquaMark 2.3 in our benchmark suite and although still a reputable application, Massive figured it was time for the next best thing. This is AquaMark 3, a benchmark that will utilize some of the finest DirectX 9 capabilities like Pixel and Vertex Shaders 2.0, and yet is by far not as Shader dependant as, for example, Half-Life 2 is. You will notice this in the overall results later in this article.

AquaMark 3, however, is not solely a DirectX9 benchmark; if you are working with a DirectX 8 or 7 compatible graphics card, you will still be able to use it just with a lot of graphical features missing. Make no mistake, AquaMark3 is a DirectX 9 benchmark. But since it's based on a real game engine it has fallbacks to DirectX 8 and even DirectX 7 that makes this software not a 100% DX9 benchmark.

Download: Aquamark 3 (63 MB)

Unfortunately for ATI, not much movement here in terms of performance.

Doom 3

At the 2002 E3 exhibit ID Software showed of DOOM 3. Days after that the world was shocked as somehow that demo got leaked onto the Internet. It's now 2004 and the game has finally been released! The breathtaking realism of the Doom III engine basically depends on two features; a realistic physics engine and a unified lighting scheme that incorporates detailed bump-mapping and volumetric shadows. Hardware older than GeForce 4/3 lack the flexibility and power to run Doom 3 with detailed features at an acceptable frame-rate. The engine is once again written in OpenGL.

DOOM 3 sports a brand spanking new game engine that's a marvel to see. The amount of special effects that master programmer John Carmack has whipped up show us environments that we've heard about but have never seen before. ID has made an engine that specializes around the type of game they made: dark, scary, and intense. The game takes place on a base on Mars in the year 2145. The environments will give you a feeling of claustrophobia, which is only heightened by the game's dark atmosphere. Every light in the game is cast by some actual light source somewhere. If there's no lights on in the room, you'll see literally nothing and will need to turn on a flashlight. Shoot out a light in the middle of a battle, and you'll need to fight blindly. Sometimes, graphics do truly contribute to atmosphere as well as gameplay and with DOOM 3 it's obvious that id understands this better than most game developers.

In a weird way it's almost impossible to fully describe what the game looks like, but needless to say its well beyond anything to date. Multi colored per-pixel lighting on bump-mapped surfaces. Each and every object in the game, including the teeth of the monsters you fight cast dynamic shadows, but not the jagged kind you mayve seen in other recent games. The shadows are done using Carmacks own algorithm. Im sure many of you have upgraded specifically for this game, but it appears as though the video card is by far the most important piece of hardware needed. Even at the lowest resolution with the lowest amount of detail it looks jawbreaking.

Doom 3 can be played absolutely fantastically without any need to sacrifice on its image quality on any modern graphics card. The results above are at high queslity settings with 6x AA and 16xAF enabled. No differences. But hey, didn't ID built in an Ultra mode specifically for 512 MB cards ?

This is a good example of what can happen when games are written for 512 MB graphics cards:

Correcte mundo. The yellow line represents the standard x800 XL 256 MB. You can clearly see differences between the 512 MB model (green line). Even at 1024x768 you can make out that the the 512 Mb card is as fast as the x850 XT.

But even for high-end cards like these the Ultra mode with 6xAA and 16xAf is overkill. Once you pass 1280x1024, frame rates drop dramatically. But to prove the point, once a game actually makes use of the 512 MB you will see a difference. Whether that can be found in image quality or performance is something the programmer can decide and fool around with.

Right, I think I've shown you enough to get a good idea of the three products discussed today. Right, why don't ya'll join me for an overlocking session? Next page please.

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