Shack GeForce Benchmarks
by Steve Gibson, Oct 11, 1999 11:42am PDTWe're just gonna call today Benchmark-o-rama day. I'm still working on all of the documentation, but for those of you who can't wait here are the raw benchmarks which includes a P2-300, P3-450, and Athlon600 for a GeForce256, TNT2U, and V3-3500. I will be adding more benchmarks including a "fastest" set of benchmarks later this week, as well as a "high poly" set. I'll also look at adding Unreal Tournament benchmarks. Pay close attention to the settings I used (no sound, no brass ejection) before attempting to compare your own system benchmarks. I would also recommend looking at this older set of benchmarks conducted by Brian Hook which compares other video cards like the Savage and TNT1. Here are the Athlon600 numbers to interest you guys:
| Compared By Resolution | Quake2 Quake3Default Quake3HighQuality |
| GeForce Performance Increase | Quake2 Quake3Default Quake3HighQuality |
| Compared By Speed | Quake2 Quake3Default Quake3HighQuality |
Steve: Hey, fuckbag, what's the deal with Quake 3 and the use of T&L? Jack: Quake 3 does indeed use T&L and will take advantage of any hardware supporting it. It uses OpenGL's transformation pipeline for all rendering operations, which is exactly what T&L cards such as the GeForce accelerate. Well what if Q3 used the other stuff besides the transform engine? The other three real features are the per-vertex lighting, the vertex blending, and the cube environment mapping. Since Quake 3 has static world lighting, one of the only places for the lighting to be useful would be for the character lighting, especially for dynamic lights. The current character lighting implementation is pretty quick though, I don't really see *too* much of an improvement there, though it is worth mentioning. The vertex blending may help skeletal animation, but since the current test has no skeletal animation, it would not help it at all in the current benchmarks. And the cube environment mapping won't help the game at all, since the game doesn't use cube environment mapping to begin with. While I'm at it, the use of OpenGL doesn't necessarily mean that all games will be accelerated by the GeForce's T&L. Such examples are Unreal engine (including UT) based games. Its architecture is very different from QuakeX's and cannot benefit from T&L hardware without rearchitecting the renderer, as Tim Sweeney has said before.Also, since doing the initial benchmarks I've discovered that the GeForce I have is highly overclockable, although it does not impact the benchmarks at lower resolutions (CPU limited), the 800x600 numbers and above really climb. For example the 800x600 high quality Q3Test score jumps from 80fps to an astonishing 103fps. I'm working on a number of follow-ups for you guys to be posted some time Tuesday afternoon.
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Comments
whoo hoo!
now why not try a run with default open gl using glsetup
and find some one with a g400 max :)
hehe
possibly explaining the flaked out q2 512 scores.
Seems to me, if you can get a $206 CL GeForce that will do 140/200, the speed difference between that and the $300 DDR version won\'t be *too* dramatic.
The most exciting part is the 50% improvement at 800x600x32 and 1024x768x32! Those are key resolutions... being able to play at 50-60fps at 1024x768x32 is worth $300 to me, anyway, but if I can get away with $206, all the better...
I doubt many GeForce 256 boards will come with all those features, surely there will be some... nothing too interesting really...
besides, a DDR GeForce 256 board is already dead expensive.
Last time i tried Stencil Buffer Shadows on the GeForce things were awefully slow... slideshow like.. dunno who that is today.. prolly still the same.
The benefits of T&L are still yet to be seen and experienced. So far only nVIDIA techdemos give somewhat of an impression... that Tree demo ain\'t so special.. and it\'s slow with really high poly counts.
It\'s so inappropriate that nVIDIA actually have a new benchmarker out.. which they sent out to journalists with the latest revs. of drivers.
It\'s based on the Porche car model doing stuff... quite awesome really.
As for the price... 3D cards have been getting more expensive for quite a while now so im not surprised. However, i will probably not buy one. For those ppl that have v2sli, v3, tnt2, or G400 cards already, this card is probably not going to be worth it. But it is a worthy upgrade for tnt1 or v2 users who just cant wait for the next 3dfx card.
P.S. by the time the GPU is widely supported, the card will be obsolete.
also: please rub my belly, I\'ve been a good boy!!!
why oh why must one cough to get a point across
No
We\'re computer geeks, remember?
Actually, I\'d be more tempted to just keep the normal curve detail and turn on full-blown stencil-buffer shadows...
GeForce 256 DDR boards are definately the thing to get, IF you have the money. At an additional $100 USD, the question of price/performance comes to mind.
Regarding that the nVIDIA reference board had S-Video out and Digital FlatPanel support has nothing to do with how final versions of retail products will look like. I mean, when did you buy your nVIDIA reference board? It\'s totally up to the manufacturer whether they want those features on their boards - with added cost.
GeForce 256 is the best thing out due now and until X-mas, most probably anyway. We see that memory bandwidth plays a huge role and as far as I know S3 aren\'t using DDR memory.
The 3.47 drivers are final drivers and will be supplied with shipping CL boards, and probably most cards out due Mid-October.