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.




S18 Nitro 54.2 41.0 28.0 18.1 13.1
X600 PRO 57.7 41.0 27.8 18.4 12.5
6600 98.3 74.5 53.4 36.2 26.2
6200 79.6 58.7 40.9 27.3 19.6
 
X600 PRO -6.1% 0.0% 0.7% -1.6% 4.8%
6600 -44.9% -45.0% -47.6% -50.0% -50.0%
6200 -31.9% -30.2% -31.5% -33.7% -33.2%

Probably thanks to its Z/Stencil performance, in this Doom 3 test the S18 is able to keep pace with the X600 PRO, however there is still a fairly large deficit to both the GeForce boards.




S18 Nitro 49.0 36.9 25.6 16.9 12.4
X600 PRO 40.5 35.2 24.4 16.5 11.8
6600 89.6 68.8 49.4 33.9 24.9
6200 71.9 53.3 37.8 25.6 18.6
 
X600 PRO 21.0% 4.8% 4.9% 2.4% 5.1%
6600 -45.3% -46.4% -48.2% -50.1% -50.2%
6200 -31.8% -30.8% -32.3% -34.0% -33.3%

The GammaChrome S18 board presently has no options for enabling FSAA under OpenGL, so here we are testing all the boards with just AF enabled - in general, though, the relative performances between the boards don't change significantly from their performances under normal rendering.




Normal 54.2 41.0 28.0 18.1 13.1
4x AF 49.0 36.9 25.6 16.9 12.4
 
4x AF -9.6% -10.0% -8.6% -6.6% -5.3%

In this case, enabling 4x AF reduces the performance by as much as 10%, although curiously this drops with higher resolutions.