Oblivion
Outdoors + Bloom
Galaxy 8600 GE Oblivion Bloom 

1280x1024 Scene B | 1024x768 Scene B | 800x600 Scene B | 1280x1024 Scene A | 1024x768 Scene A | 800x600 Scene A | |
7600 GT | 11 | 16.5 | 22.5 | 25.5 | 32 | 40 |
8600 GE HQ | 12.5 | 19 | 26 | 27 | 38.5 | 47.5 |
8600 GE | 18 | 26 | 37.5 | 40 | 49 | 49 |
Notes
QTP2 was the only mod we used that should noticeably affect graphics performance. All others were also common. Both scenes were foliage-heavy, as those represent the worst-case scenario in Oblivion, and tends to be what you want to optimise your settings around. Scene A is uphill and doesn't have a large horizon, while Scene B is downhill and does. The Bloom scores were taken by pressing High in the Options dialog, and then selecting Bloom. AA and AF were forced through the driver's control panel.2xAA/16xAF | HQ:16xAA/16xHQ AF
In all cases across all resolutions, the 8600 GE is faster with high IQ levels than 7600 GT is with the lesser settings applied. At 1280x1024 in Scene B, with the long draw distance, it's over 60% faster at equivalent settings.
Outdoors + HDR
Galaxy 8600 GE Oblivion HDR 

1280x1024 Scene B | 1024x768 Scene B | 800x600 Scene B | 1280x1024 Scene A | 1024x768 Scene A | 800x600 Scene A | |
7600 GT | 10.5 | 16.5 | 21 | 20 | 27 | 33 |
8600 GE HQ | 12.5 | 18.5 | 24 | 25 | 33 | 43 |
8600 GE | 16.5 | 24.5 | 32 | 32 | 44 | 47 |
Notes
See Oblivion Bloom notes. The HDR scores were taken by pressing Ultra High in the Options dialog. AA and AF were forced through the driver's control panel.0xAA/0xAF | HQ:2xAA/16xHQ AF
When asked to work harder for image quality, turning on HDR which has a higher ROP cost to finish pixels, the gap decreases but still ends up in the 8600 GE's favour (and significantly so at the higher resolutions with equivalent IQ).
Inside an Oblivion Gate
This graph shows the limitations resulting from 256MB of VRAM on this model of the Galaxy 8600 GE. Performance goes down rapidly as more and more of the textures need to be placed in system memory. This may not happen as fast if we were using the vanilla textures instead of those in QTP2. Also, some scenes may not hit this problem until higher resolutions, as they use fewer unique textures at the same time.
Before this happens, the scene is actually CPU limited at about 40-44 FPS. Excluding this factor, non-foliage scenes tend to have more than sufficient performance at all the resolutions tested in the previous two graphs on the Galaxy 8600 GE.