Test Setup


CPU AMD Athlon 64 FX-55
Motherboard ASUS A8N-SLI Deluxe (nForce4 SLI)
Chipset Drivers Forceware 6.70
RAM 1GB (2x512MB) PC3200 DDR400 RAM (OCZ Platinum Rev 2)
Network Integrated
PSU Enermax Noisetaker 600W EG701AX-VE(W) SFMA
Video GeForce 7800 GTX 512MB
GeForce 7800 GTX 256MB
GeForce 6800 Ultra 256MB
Video Drivers NVIDIA ForceWare 81.89 (Beta)
OS Windows XP Professional SP2
DirectX Runtime DirectX9.0c

nDAW Interactive Fillrate Benchmark

v0.92 build
Resolution: 1024 x 768
Colour depth: 32 bits
Z/Stencil: D24S8
Various tests used
D3D RightMark Multi-Texture Test
256x256 Texture Size
VS1.1, Fixed Function Pixel Pipeline
Bilinear Filtering
1600x1200 Resolution
Geometry Test
High geometry profile
Diffuse + Specular lighting profile
1024x768 Resolution
Pixel Shader Test
Arithmetic operations used throughout
Various precision used
1600x1200 Resolution

Unreal Tournament 2004
3323 Patch
Firingsquad Custom Demo used
Full Detail Settings
pplication Anisotropic Filtering
Control Panel FSAA
Far Cry
Custom Firingsquad demo
V1.31
"Very High" Graphics Settings
Highest Applicable Shader Model
Application Anisotropic Filtering
Application FSAA (4x), Control Panel FSAA (8xS)

Splinter Cell: Chaos Theory

V1.04 Patch
Lighthouse Timedemo
European Full Retail Version
Settings as per benchmark guide
Application Anisotropic Filtering
Application FSAA

Half Life 2

Build 2455
Internal Beyond3D Demo Recording
High Graphics Setting
Water Reflect All
"+r_fastzreject 1"
"-dxlevel 90"
Application Anisotropic Filtering
Application FSAA (4x), Control Panel FSAA (8xS)

All games benchmarks using 32bit colour and 32bit textures (where applicable)

Doom 3
v1.3 Patch
Internal Beyond3D Demo Recording ("Turkey Baster")
Doom 3 Engine Version 1.2
High Quality Settings
Application Anisotropic Filtering
Application FSAA (4x), Control Panel FSAA (8xS)
Quake 4
v1.0.0.0
Internal Beyond3D Demo Recording
Doom 3 Engine Version 1.2
High Quality Settings
Application Anisotropic Filtering
Application FSAA (4x), Control Panel FSAA (8xS)
All games benchmarks using 32bit colour and 32bit textures (where applicable)