UT2003 - Flyby

Here we'll look at the Flyby scores of Unreal Tournament 2003's benchmark, under DirectX.

 

 

GeForce 4 Ti4600 206.3 201.9 166.7 116.2 77.7
GeForce FX 193.4 193.4 192.0 176.0 131.9
GeForce FX (400/400) 193.0 192.3 187.9 157.9 110.5
 
GeForce FX -6% -4% 15% 52% 70%
GeForce FX (400/400) -6% -5% 13% 36% 42%

With the UT2003 Flyby demo the GeForce4 Ti appears to be getting quite fill-rate limited by 1024x768, yet the 5800 Ultra is only showing a slight fill limitation at 1280x960, and a little more at 1600x1200, though it's still not completely fill-rate limited. Obviously the 5800 running at 400/400 is more fill-rate limited than when it's running at 500/500, but interestingly it's closer to the 5800 Ultra than the GeForce4 Ti.

As we can see the largest performance differential between the 5800 Ultra and GeForce4 Ti is 70%.

 

 

Normal 193.4 193.4 192.0 176.0 131.9
8x Aniso 192.8 186.7 153.1 107.5 73.7
4XFSAA 189.6 186.4 154.9 108.0 61.4
8x Aniso + 4X FSAA 184.8 158.9 109.3 74.5 43.1
 
8x Aniso 0% -3% -20% -39% -44%
4X FSAA -2% -4% -19% -39% -53%
8x Aniso + 4X FSAA -4% -18% -43% -58% -67%

We've seen on previous occasions that UT2003 incurs quite a heavy penalty for enabling Anisotropic filtering, and the GeForce FX 5800 Ultra appears to be no exception, with a worst case penalty of 44%. 4X FSAA also seems to offer a similar performance penalty up to 1600x1200 where the fill-rate performance seems to drop of, again indicating that some kind of AGP texturing may be coming into play here. Enabling both 8X AF and 4X FSAA still accounts for a further performance hit, but it is not a cumulative effect once again.