Half Life 2

Here we'll use Half Life 2 to test the DirectX9 rendering performance of the graphics boards in this title. We are using our own internal benchmark from a level that has a lot of shader usage in order to maximise the utilisation of the graphics board, rather than the CPU.





S18 Nitro 36.6 23.3 14.0 10.7 6.4
X600 PRO 83.5 56.1 33.8 24.9 14.5
6600 86.4 63.2 41.5 32.5 20.6
6200 56.6 38.9 24.3 18.6 11.6
 
X600 PRO -56.2% -58.5% -58.6% -56.9% -55.7%
6600 -57.7% -63.2% -66.3% -67.0% -68.8%
6200 -35.5% -40.2% -42.4% -42.6% -44.8%

This particular Half Life 2 test uses plenty of DirectX9 shaders and we can see again that the performance of the S18 is bringing up the rear, even more so that in the other cases with as much as nearly a 70% deficit to the 6600.




S18 Nitro 23.4 14.8 8.8 6.3 3.9
X600 PRO 60.3 39.6 22.6 17.3 8.8
6600 69.8 50.9 33.3 25.6 15.7
6200 45.7 31.6 19.6 14.8 9.2
 
X600 PRO -61.2% -62.7% -61.1% -63.6% -55.9%
6600 -66.5% -71.0% -73.5% -75.4% -75.4%
6200 -48.8% -53.2% -55.1% -57.5% -57.8%

The performance gap widens a little further when 2x FSAA and 4x AF are enabled - SuperSampling results in everything getting sampled a multiple of times by the factor of the FSAA level, so for each pixel that is shaded the entire thing is being calculated twice on the GammaChrome; MultiSampling only has to sample the pixels at triangle edges a multiple times which results in less work needing to be done overall.




Normal 36.6 23.3 14.0 10.7 6.4
4x AF 36.2 22.9 13.6 10.5 6.3
2x FSAA 23.5 14.9 9.0 6.5 4.0
2x FSAA & 4x AF 23.4 14.8 8.8 6.3 3.9
 
4x AF -0.9% -1.5% -3.0% -1.6% -2.2%
2x FSAA -35.6% -35.8% -35.6% -39.2% -37.9%
2x FSAA & 4x AF -36.0% -36.5% -37.0% -41.1% -39.6%

As we've seen in all the game tests, bar UT2004, enabling 4x AF in this test results in a very small performance drop, whilst FSAA a much larger one. However, the performances with the very high details settings are very low, expect at low resolution.