Games Benchmarks - OpenGL


Doom 3

Doom3 brings a fully shader enabled environment to OpenGL, utilising the functionality of OpenGL1.3 and above. Although the title makes use of elements made available in "DirectX 9 class" hardware, Doom3's primary rendering characteristic, being its unified lighting model, requires plenty of stencil fill-rate and a lighting shader that can be achieved in a single pass per light in DirectX8.1 equivalent hardware. Here we are using our "Turkey Baster" demo which was specifically designed to see the effects 512MB of onboard RAM had for Doom 3's "Ultra" quality mode.

7800 GTX 512MB 138.2 142.1 141.4 136.9 124.9
7800 GTX 256MB 135.3 139.6 137.5 125.9 107.1
6800 Ultra 256MB 134.6 137.1 127.8 103.8 82.8
7800 GTX 256MB 2.1% 1.8% 2.8% 8.7% 16.6%
6800 Ultra 256MB 2.7% 3.6% 10.6% 31.9% 50.8%

With the rendering power of the 7800 GTS'x this Doom 3 demo is showing some CPU limitations, and as such the performance differences are a little lower than in other cases.

7800 GTX 512MB 141.9 140.4 131.5 106.1 82.4
7800 GTX 256MB 138.9 132.5 114.2 85.8 65.4
6800 Ultra 256MB 127.8 110.3 86.9 63.7 48.5
7800 GTX 256MB 2.2% 6.0% 15.1% 23.7% 26.0%
6800 Ultra 256MB 11.0% 27.3% 51.3% 66.6% 69.9%

With 4x FSAA and 8x AF enabled the performances become more graphics limited and the performance gap between the two boards opens up to 26%, which is again close to the fill/fragment rate differences, but short of the bandwidth improvements the 512MB board has.

7800 GTX 512MB 131.9 119.9 90.6 62.2 40.6
7800 GTX 256MB 118.5 99.3 73.2 50.1 32.5
7800 GTX 256MB 11.3% 20.7% 23.8% 24.2% 24.9%

With 8xS TrAA and 16x AF the performance difference are again in the mid 20% range, with the 512MB board staying above an average of 60 FPS at 1280x1024.